Medium Construct, Unaligned
Armor Class 16 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 50 ft., Fly 30 ft.
STR
22 (+6)
DEX
12 (+1)
CON
16 (+3)
INT
3 (-4)
WIS
4 (-3)
CHA
1 (-5)
Saving Throws STR +9, CON +6
Damage Resistances Fire, Slashing
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Blindsight 60 ft., Passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Automatic Repair. At the start of each of its turns, if it has any hit points remaining, the Armored Doom Fish regains 5 (1d10) hit points.

Remote Control. The Armored Doom Fish can be commanded remotely via a magical remote. If the remote is destroyed or is not in possession of anyone, the Armored Doom Fish defends itself from harm. If the remote is in possession of someone, and no commands are issued, the Armored Doom Fish will not do anything. When the Armored Doom Fish makes an Intelligence, Wisdom, or Charisma saving throw, it uses the saving throw bonus of the creature currently in possession of the remote.

Vengeful. When a creature (the attacker) inflicts damage on the Armored Doom Fish, it will have disadvantage on attacks made against anyone other than the attacker and advantage on attacks against them until the start of the attacker's next turn. If multiple creatures damage the Armored Doom Fish within a single round, it will have advantage against all of them, and disadvantage against anyone else. This effect does not apply against dead (or undead) attackers.

Expanded Charge Range. When rolling to recharge the Armored Doom Fish's recharge actions, roll a d10 instead of a d6.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target, Hit: 28 (4d10 + 6) piercing damage. If the target is Large or smaller, it must succeed on a DC 17 Strength saving throw or be grappled by the Armored Doom Fish.

Sharp Scales (recharge 7-9). The Armored Doom Fish shoots out a barrage of sharp scales. Each creature within 20 ft. of the Armored Doom Fish must make a DC 17 Dexterity saving throw, taking 6 (1d10 + 1) piercing damage on a failed saving throw, or half as much damage on a successful one.

Doom (recharge 10). The Armored Doom Fish teleports up to 50 ft. to within 5 ft. of a creature it can see and makes a Bite attack against it. It then does this again against a different target.

Bonus Actions

Crush. A creature currently grappled by the Armored Doom Fish must make a DC 17 Constitution saving throw, taking 28 (4d10 + 6) piercing damage on a failed saving throw, or half as much damage on a successful one. The creature then makes a DC 17 Dexterity saving throw, escaping the grapple on a success.

Legendary Actions

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

Attack. The Armored Doom Fish makes one Bite attack.

Move. The Armored Doom Fish moves up to half its speed.

Description

Created by... wait, who created this thing? What does it even want?!

Habitat: Underwater

1AmGroot

Comments

Posts Quoted:
Reply
Clear All Quotes