Medium Construct (Metallic), Neutral
Armor Class 21
Hit Points 240 (16d10 + 160)
Speed 30 ft., fly 60 ft.
STR
22 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
16 (+3)
WIS
16 (+3)
CHA
10 (+0)
Skills Arcana +9, Perception +8
Damage Resistances Psychic
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 18
Languages All Can't speak Understands all languages but can't speak
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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

Magic Resistance: The construct has advantage on saving throws against spells and other magical effects.

Magic Weapons: The construct's weapon attacks are magical.

Aberrant Mind: The construct has psychic powers that it can use to manipulate the minds of its enemies. It can cast the following spells at will: confusion, detect thoughts, and suggestion.

Aberrant Overload: When reduced to 0 hit points, the construct explodes in a burst of psychic energy. Each creature within 30 feet of the construct must make a DC 18 Intelligence saving throw, taking 55 (10d10) psychic damage on a failed save, or half as much damage on a successful one.

Actions

Multiattack: The construct makes two tentacle attacks.

Tentacle: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 6) bludgeoning damage and the target must make a DC 18 Wisdom saving throw or be stunned until the end of the construct's next turn.

Mind Blast (Recharge 5-6): The construct unleashes a blast of psychic energy in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw, taking 55 (10d10) psychic damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Aberrant constructs are powerful and dangerous creations of mad wizards and alien entities. They are made entirely of otherworldly matter and are capable of using psychic powers to manipulate the minds of their enemies. They are often used as guards or weapons by those who possess the knowledge and power to create them.

Aberrant constructs are highly intelligent and possess a deep understanding of the alien powers that created them. They are able to teleport themselves and others across great distances and can unleash devastating blasts of psychic energy. In combat, they use their powerful tentacles to bludgeon and stun their foes with deadly precision.

Despite their fearsome appearance and abilities, aberrant constructs are not inherently evil. They are typically bound to the will of their creators, but may be freed or repurposed by others who possess the knowledge and power to do so. However, they are relentless in the pursuit of their goals and will stop at nothing to achieve them.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: abberationconstruct

casp_ghost88

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