Large Construct, Neutral
Armor Class 14 Natural Armor
Hit Points 46 (8d8 + 10)
Speed 5 ft., Small, crab-like legs.
STR
14 (+2)
DEX
8 (-1)
CON
18 (+4)
INT
18 (+4)
WIS
8 (-1)
CHA
6 (-2)
Saving Throws INT +6
Skills Arcana +3
Damage Vulnerabilities Bludgeoning
Senses Passive Perception 1
Languages Understands the languages of it’s creator, but cannot speak them.
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Magic Reservoir. The Generator can be used to give spellcasters more strength. As an action, any spellcasters can make an arcana check equal to 15 minus the caster level of that creature. On a success, the spellcaster rolls a d8, and can regain a spell slot of  an equal or lesser number to the number rolled.

Arcane Explosion. If the Generator’s brought to 0 hit points, it explodes in a powerful blast of magical energy. Anyone in a 20-foot area around the Generator, it must make a DC 16 Dexterity saving throw, taking (4d8 + 4) [radiant] damage on a failed save, or half as much on a success.

Actions

Attract/Repel. The Generator sucks in or shoots out its opponents. Each creature within a 15-foot diameter of the Generator must make a DC 18 Dexterity saving throw or be moved 10 feet closer or farther from the construct (its choice). It may also exclude anyone it chooses from this effect.

Magic Blast. Ranged Weapon Attack: +4to hit, range 20/40 ft., 1 target. Hit: 22(4d8 + 4) damage. The type of damage is decided using a d6.

1- Fire

2- Lightning

3- Force

4- Radiant

5- Necrotic

6- Cold

 

 

Bonus Actions

Move. The generator may slowly shift 5 feet into an unoccupied square.

Reactions

Absorb Magic. The generator attempts to absorb the magical energy of a spell that would harm it. As a reaction, whenever a spell targets the generator, it may make an arcana check with a DC equal to 15 plus the level of the spell. On a success, the spell immediately fails and the effects of the spell are voided. Additionally, if the generator’s Magic Reservoir trait is triggered, the d8 rolled gains a plus equal to the level of the spell absorbed. If the generator is destroyed with an absorbed spell being unused, add a number of d8 to the damage equal to half of the spell level remaining within the generator.

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

This magical machine is brought to life with the essence of magic, possessing it and giving it abnormal abilities.

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

TerraTheWarlock311

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