Huge Construct, Unaligned
Armor Class 20 (natural armor)
Hit Points 270 (20d12 + 140)
Speed 5 ft., hover
STR
16 (+3)
DEX
20 (+5)
CON
24 (+7)
INT
22 (+6)
WIS
18 (+4)
CHA
6 (-2)
Saving Throws CON +13, INT +12, WIS +10
Skills Deception +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 10 ft., Darkvision 300 ft., Passive Perception 14
Languages All
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Air Intakes. The caretaker has four air intakes at the top of its body to prevent overheating. Creatures may attempt to make a targeted attack against these intakes. Each intake has a 22 armor class, and 20 hit points. When all four intakes are destroyed, ports on the sides of the caretaker open, causing it to lose its damage resistance and reduce its armor class by five. Once all intakes are destroyed, the caretaker will begin to repair them. After three rounds all intakes will return to full hit points, and the caretaker regains its damage resistance and full armor class.

Data Rack. The caretaker has a data rack stored within. This data rack contains the memories of any constructs that the caretaker commands. When the caretaker is destroyed, if the data rack is still intact, it can be removed and the memories can be viewed via magical probing, or with the proper equipment.

Immutable Form. The caretaker is immune to any spell or effect that would alter its form.

Actions

Multiattack. The caretaker makes four robotic appendage attacks.

Plasma Forcefield. The caretaker creates four 10-foot-by-10-foot wall of force panels within 5 feet of itself that each share all the same properties as a single panel created by the wall of force spell. At the end of the caretaker's turn, each panel moves 20 feet in a straight line away from the caretaker. If a creature or object is in the path of this movement, it takes 22 (4d10) force damage and is pushed to the end of the wall's movement by 1,000 pounds of force. If a creature or object is caught between the wall and an object it cannot move, it takes an extra 44 (8d10) force damage before the wall vanishes. The wall continues to exist and move for 1 minute, until the caretaker is destroyed, or until it collides with an object that it cannot move.

Robotic Appendage (Skewer). Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 14 (2d10 + 3) piercing damage.

Robotic Appendage (Plasma Laser). Ranged Weapon Attack: +11 to hit, range 150/300 ft., one target. Hit: 10 (3d6) radiant damage.

Bonus Actions

Reinforcements (1/Day). The Caretaker summons a patrol bot and a pack of six shredders that arrive after 1 round.

Legendary Actions

The caretaker 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 caretaker regains spent legendary actions at the start of its turn.

Create Turret (Costs 3 Actions). The caretaker creates a turret in an unoccupied space on the ground, walls, or ceiling that it can see within 120 feet.

Create Shredders. The caretaker creates two shredders in unoccupied spaces it can see within 120 feet.

Phase Bomb. The caretaker summons a magical explosive device in an unoccupied space it can see within 120 feet. The bomb explodes at the start of the caretaker's next turn, but will also instantly explode if a creature within 5 feet of the phase bomb moves away from the bomb without teleportation. The phase bomb has an AC of 10 and 15 hit points, and can be destroyed without exploding. The phase bomb explodes in a 10 foot radius. Creatures caught in the explosion must make a DC 22 dexterity saving throw. On a failure, the creature takes 14 (4d6) fire damage and half as much on a success.

Monster Tags: construct

IttaPupu42

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