Gargantuan Construct (Demon), Unaligned
Armor Class 20 (natural armor)
Hit Points 250 (20d12 + 120)
Speed 0 ft., fly 40 ft.
STR
22 (+6)
DEX
14 (+2)
CON
22 (+6)
INT
10 (+0)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws STR +11, CON +11, WIS +7
Skills Perception +26
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 32
Languages Abyssal, Deep Speech, Undercommon
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Antimagic Confinement. The abyssal retriever's central cage creates an area of antimagic within it, as in the antimagic field spell, in a 40-foot-cillinder. At the start of each of its turns, the abyssal retriever may decide to "swallow" a restrained target held by it's bite.

Improved Grab. When the abyssal retriever hits with a bite attack against a creature of huge size or smaller, that creature is restrained, Strength Athletics check DC 26 to escape.

Find Target. The abyssal retriever, when ordered to find an object or being, dose so unerringly by means of locate creature or locate object both of which it may cast at will.

Fire Absorption. Whenever the abyssal retriever is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Immutable Form. The abyssal retriever is immune to any spell or effect that would alter its form.

Magic Resistance. The abyssal retriever has advantage on saving throws against spells and other magical effects.

Magic Weapons. The abyssal retriever's weapon attacks are magical.

 

Actions

Multiattack. The abyssal retriever may make four claw attacks, a bite attack, and two eye ray attacks each turn.

Claw. Melee Weapon Attack: +26 to hit, reach 30 ft., one target. Hit: 14 (2d8+6) slashing damage.

Bite. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 20 (4d6+6) piercing damage.

Eye Rays. The abyssal retriever shoots two of the following magical eye rays at random (reroll duplicates), choosing one to two targets it can see within 120 feet of it:

  1. Inferno Ray. The targeted creature and those creatures within 20 foot of it, must succeed on a DC 19 Dexterity saving throw or take 12d10 fire damage, or half as much with a success.
  2. Paralyzing Lightning Ray. The targeted creature must succeed on a DC 19 Constitution saving throw or be paralyzed in body spasims for 1 minute and take 12d10 lightning damage. The target can repeat the saving throw at the end of each of its turns, ending the paralyzed effect on itself on a success.
  3. Binding Ice Ray. The targeted creature must succeed on a DC 19 Constitution saving throw or be restrained frozen for 1 minute and take 12d10 cold damage. The target can repeat the saving throw at the end of each of its turns, ending the restrained effect on itself on a success.
  4. Petrification Ray. The targeted creature must make a DC 19 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
Legendary Actions

The abyssal retriever can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The abyssal retriever regains spent legendary actions at the start of its turn.

Eye Ray. The abyssal retriever uses one random eye ray.

Monster Tags: Beholderconstruct

Zika_Kai

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