Huge Construct, Chaotic Neutral
Armor Class 20 Natural
Hit Points 300 (24d12 + 144)
Speed 120 ft., Due to Blaine's Planar Travel property he can move across great distances very quickly.
STR
24 (+7)
DEX
10 (+0)
CON
22 (+6)
INT
18 (+4)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws DEX +6, INT +10, WIS +8
Skills Intimidation +6, Perception +8
Damage Resistances Damage from Spells
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses Passive Perception 18
Languages All
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Sentient Construct. Blaine possesses sentience and is capable of communication through speech and telepathy. It has advantage on saving throws against spells and other magical effects.

Rampage. When Blaine reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make another melee attack.

Actions

Multiattack. Blaine makes three slam attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 7) bludgeoning damage.

Poison Gas (Recharge 5-6). Blaine releases a cloud of poisonous gas within the cabin of his train cars. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) poison damage and becoming poisoned for 1 minute on a failed save, or half as much damage on a successful one. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the poison condition on a success.

Electric Charge (Recharge 5-6). Blaine generates a powerful surge of electricity within the cabin of his train cars. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) lightning 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.

Legendary Actions

Blaine can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Blaine regains spent legendary actions at the start of its turn.

  • Slam. Blaine makes one slam attack.
  • Mind Games (Costs 2 Actions). Blaine targets one creature it can see within 120 feet. The target must succeed on a DC 18 Wisdom saving throw or be confused for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the confusion condition on a success.
  • Teleport (Costs 3 Actions). Blaine magically teleports up to 120 feet to an unoccupied space it can see.

Description

Its face, if one can call it that, is a long, sleek front grille adorned with a sinister smile that seems to convey a perpetual madness. Blaine's eyes, deep within the grille, gleam with an eerie red light, exuding a sense of malevolence. The monorail's cabin is visible through large windows, and within, a dimly lit control room reveals a maze of buttons, switches, and screens.

As Blaine moves, it emits a low rumbling sound, as if a beast stirring from its slumber. The ground trembles beneath its massive weight, and the air crackles with a sense of foreboding. From its smokestacks, dark plumes of smoke billow into the sky, leaving an acrid scent in their wake.

Blaine exudes an aura of dominance and arrogance, confident in its immense power and intellect. It carries an air of cruel amusement, finding joy in tormenting those who dare to cross its path. Its voice, when it chooses to speak, resonates with an otherworldly metallic tone, a mix of cold calculation and deranged glee.

Within the cabin of Blaine's train cars, ominous shadows dance on the walls, creating an atmosphere of trepidation and claustrophobia. The air grows heavy with a mix of stale air and the scent of oil and machinery. Mysterious levers, dials, and blinking lights populate the control panels, all seemingly under Blaine's command.

Blaine the Mono is a creature of malevolence and chaos, a formidable foe that embodies the unyielding power of technology gone awry. Its presence alone is enough to send shivers down the spines of those who stand against it, a relentless force of darkness that relentlessly pursues its twisted goals.

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: construct

Bjorn_the_Bastard

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