Large Humanoid
Armor Class 21
Hit Points 300 (17d12)
Speed 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
22 (+6)
INT
14 (+2)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws STR +11, CON +12, WIS +9
Skills Athletics +12, Perception +9
Damage Immunities Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Passive Perception 18
Languages --
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Magic resistance  The defender has advantage on saving throws from spells and other magical effects. 

Adaptive form: As a bonus action the defender can grow new limbs or modify existing ones to suit its needs, it can grow wings, fins, gills or other adaptations to navigate its environment, additionally if its form would be altered by magic it such as polymorph, it may use its action to end the effect on itself. 

Confusing Gaze. When a creature starts its turn within 30 feet of the defender and is able to see the Defender's eyes, the defender can magically force it to make a DC 18 Charisma saving throw. 

On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the defender until the start of its next turn, when it can avert its eyes again. If the creature looks at the defender in the meantime, it must immediately make the save.

Magic reflection: Whenever a spell or magical effect is casted on the defender the caster rolls a d20 on a 3-19 the spell proceeds as normal on a 1 or 2 the spell is reflected back on the caster and if there is a saving throw involved it is done with disadvantage. 

Actions

Multiattack The defender makes two attacks, one with its crushing claw, another with its piercing claw. 

Crushing claw: +12 to hit, 5ft one target, (2d10+5) bludgeoning damage and (2d10) force damage

Piercing claw: +12 to hit, 5ft, one target (2d6+5) piercing damage and (1d6) force damage

Steam cloud (Recharge 5-6): The defender releases a 20ft radius cloud of hot steam centered on itself, all targets within the cloud must make a DC 18 constitution saving throw or take 10d6 fire damage or half as much on a success. 

 

Reactions

Protective shell: when a creature successfully attacks the defender the defender can add +5 to its AC for that creatures turn. 

Deathgrip69

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