Large Construct, Neutral
Armor Class 17 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 30 ft.
STR
15 (+2)
DEX
8 (-1)
CON
14 (+2)
INT
4 (-3)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws STR +4, DEX +1
Skills Insight +3, Perception +3
Damage Resistances Acid, Fire
Damage Immunities Cold, Poison
Senses Blindsight 60 ft., Truesight 30 ft., Passive Perception 13
Languages Telepathy 120 ft. understands Bethan, Common, and Undercommon but can't speak,
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Circuit Overload. If the chromatroid sentry takes 10 or more lightning damage from a single source, its circuits become overloaded with energy. The sentry must make a DC 13 Charisma saving throw or be stunned until the end of its next turn. If it takes lightning damage again before it recovers from the stunned condition, the chromatroid sentry must then make a DC 13 Constitution saving throw or take 17 (5d6) psychic damage and become immune to this trait for 1 hour. On a successful save, it takes no damage, but can still be stunned and possibly subsequently damaged.

Innate Spellcasting. The chromatroid sentry's spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no components:

1/day each: chromatic orb, color spray

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Bonus Actions

Dash (if 30 HP or lower). The chromatroid sentry takes the Dash action.

Reactions

Turn Invisible. In response to taking 30 or more damage in a single round, or being reduced to 10 HP or less for the first time in a combat, the chromatroid sentry turns invisible for 1 minute, or until it makes an attack or casts a spell.

Description

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Previous Versions

Name Date Modified Views Adds Version Actions
7/26/2023 10:26:19 PM
0
0
5e
Coming Soon

Habitat: HillMountainUnderdark

Metaknight509

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