Medium Construct, Lawful Evil
Armor Class 14 Natural Armor
Hit Points 75 (7d12 + 4)
Speed 40 ft., Climb 40 ft.
STR
17 (+3)
DEX
14 (+2)
CON
10 (+0)
INT
15 (+2)
WIS
5 (-3)
CHA
5 (-3)
Saving Throws STR +5, INT +4
Damage Vulnerabilities Acid, Fire
Damage Resistances Cold; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Passive Perception 16
Languages Common, Dwarvish, Gnomish
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Suction Armatures: The ends of a Creations legs are able to have suction, and so it is able to climb impossible surfaces such as smooth walls and ceilings.

Exchangeable Armatures: The weapons on the ends of a Creations arms are able to change into different weapons, use different ammo types, etc. For example, a Creation can swap out an axe head for a hammer head, swapping the damage type to bludgeoning. It will adjust damage types according to what it believes to be most effective based on combat experience. If a Creation swaps a weapon head during a fight on their turn prior to attacking, then they can no longer attack using that arm for their turn (it also excludes it from Multi Attack). The swapping of a weapon head must also be done as a bonus action.

Actions

Multi Attack: Attacks 3 times using any of its 3 armatures

Arm 1: Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 14 (2d8 + 2) damage based on selected armature head (Piercing, Slashing, Bludgeoning)

Arm 2: Melee Weapon Attack:  +2 to hit, range 5ft., 1 target. Hit: 14 (2d8 + 2) damage based on selected armature head (Piercing, Slashing, Bludgeoning)

Arm 3: Melee or Ranged Weapon Attack: +2 to hit, range 5/70ft., 1 target. Hit: 14 (2d8 + 2) damage based on selected armature head (Piercing, Slashing, Bludgeoning)

Blade Spin: Melee Weapon Attack: +1 to hit, range 5ft. in a circle around Creation. Creation swaps all of the armature heads to blades and spins insanely fast in a circle, slicing everything in the area of effect. Every creature within the area must roll a DC16 Dexterity Saving Throw or take 2d8 + 2 Slashing Damage.

Bonus Actions

Armature Exchange: Has the ability to change any of the 3 of its armatures and can do up to all 3 at once. If this is done prior to attacking, then the swapped armatures are unable to be used that turn, unless it is a shield, in which case a Creation may add +2 to its AC.

Reactions

Counterattack: If a creature leaves the area that a Creation is standing in, or if that creature misses, Creation can make one attack with any one of its 3 armatures.

Description

A Creation is monstrous being made of flesh, bone, wires, pipes, and rusty mechanical parts, similar to the Prototype. However, instead of hover, a Creation can walk, run, and climb impossible surfaces due to suction, despite its immense weight. It has a total of 5 legs, 3 arms, a central body and a head, all of which is either made from bone, flesh, mechanical parts, or most commonly, all 3.

Similar to a Prototype, these horrifying creations have unknown origin, but were made to protect something, that of which is currently unknown, as nobody has ever made it through a dungeon sanctum with these types of constructs roaming about. They usually spend about an hour everyday charging, similar to how a citizen or adventurer would short rest for an hour. However, there are usually multiple of these around, and so they simply just take turns charging.

Monster Tags: construct

Habitat: ArcticForestMountainUnderdark

CodeXTheRanger

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