Large Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points 102 (15d10 + 20)
Speed 30 ft.
STR
20 (+5)
DEX
8 (-1)
CON
15 (+2)
INT
7 (-2)
WIS
10 (+0)
CHA
3 (-4)
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
Languages Understands commands given in any language but can't speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Arcane Adaptation. An adaptoid has vulnerability to two randomly determined damage types (1 bludgeoning, 2 piercing, 3 slashing, 4 poison, 5, psychic, 6 radiant, 7-8 acid, 9-10 fire, 11-12 cold, 13-14 force, 15-16 lightning, 17-18 thunder, 19-20 necrotic). It has immunity to all other damage types. Every time an adaptoid receives damage, its vulnerabilities are rerandomized at the end of that turn.

Runed Exterior. The adaptoid’s armored exterior is covered in glowing arcane runes. Any character that makes a successful DC 10 Intelligence (Arcana) check can use these
runes to discern the adaptoid’s vulnerabilities.

Actions

Multiattack. The arcane adaptoid makes two fist attacks.

Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Adaptive Blast (Recharge 6). A stroke of energy forming a line 100 feet long and 5 feet wide blasts from the adaptoid in a direction of its choosing. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 damage on a failed save, or half as much damage on a successful one. The damage type of the blast is randomly determined from the vulnerabilities of any nearby adaptoids, or determined purely at random if there are no nearby adaptoids.

Habitat: Urban

Tedrion

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