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.
Multiattack: The construct makes two tentacle attacks.
Tentacle: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) bludgeoning damage and the target must make a DC 12 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 30-foot cone. Each creature in that area must make a DC 12 Intelligence saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.
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.
This version of the creature has lower ability scores, hit points, and damage output, as well as fewer challenge features, to make it appropriate for a CR 5 encounter.
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.
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