Small Construct, Unaligned
Armor Class 16 (natural armor)
Hit Points 25 (6d6 + 4)
Speed 40 ft., (Hover)
STR
1 (-5)
DEX
14 (+2)
CON
18 (+4)
INT
18 (+4)
WIS
1 (-5)
CHA
1 (-5)
Damage Immunities Poison, Psychic
Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 18
Languages Common Only pre-recorded messages. --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Antimagic Susceptibility. The orb is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the orb must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious and entering the deactivated state for 1 minute.

Programmed Orders. The orb may be given orders once activated. It can understand simple orders, such as movement, patrolling, and attacking a specified target. It is reasonably capable at identifying creatures, and will not attack friendly creatures without orders. This control lasts 10 minutes before the orb returns to its default state. It will warn its current user one minute before ending manual control.

Chromatic Eye. The orb's attack type is dependent on the color of the lens at the front of it.

Actions

Multiattack. The orb makes one ranged attack depending on its color, then may choose to chromatic shift or analyze a target.

Red. Each creature in a 40-foot line in front of the chromatic orb must make a DC 14 Dexterity saving throw, taking 5 (1d10) fire damage and becoming burned for (1d4-1) rounds on a failed save, or half as much on a successful one. The burn deals 1 damage at the start of an affected creature's turn.

Orange. Ranged Weapon Attack: +4 to hit, range 60 ft., one target. Hit: 9 (3d4 + 2) bludgeoning damage.

Yellow. A creature of the chromatic orb's choice in a 10-foot radius of the orb must make a DC 14 Constitution saving throw, taking 2 (1d4) lightning damage and begins to disintegrate, taking 1/10th of their maximum HP as lightning damage on a failed save.

Green. A creature of the chromatic orb's choice in a 30-foot radius of the orb must make a DC 14 Strength saving throw, becoming restrained by vines for (1d4-2) rounds

Blue. The chromatic orb attacks all creatures in a 5-foot radius with a wind slice.

Wind Slice. Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Indigo. Ranged Weapon Attack: +4 to hit, range 80 ft., one target. Hit: 7 (1d10 + 2) piercing damage. This attack does double damage to foes underwater.

Violet. Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 5 (1d6 + 2) necrotic damage. If hit, a creature must make a DC 10 Charisma saving throw, becoming afflicted with "Soulrend" for (1d4-1) rounds. Soulrend deals 1 necrotic damage plus an additional 2 necrotic damage for every round that the afflicted creature has taken damage from Soulrend at the beginning of the afflicted creature's turn. This effect cannot be cured magically, and will not end if the creature is incapacitated.

Chromatic shift. The orb may change lens color.

Analyze. The orb chooses one target in a 60-foot radius. The orb learns any damage and status weaknesses, resistances, and immunities that the target has, creature or not. It also learns the target's ability scores, if applicable.

Description

A sphere made of sheet metal, with a singular glowing disk on the front oft referred to as its eye. These constructs may be activated or deactivated depending on their state. If one is activated, a voice prompt from an unknown male will request if manual control is desired. If the activator responds in affirmation, they are able to control the sphere for some time. Otherwise, it will enter its default protocol: typically, to disable intruders. They're usually activated, hovering in place. The color that their eye glows determines their attack type. These constructs do not have internals, being powered by magic.

Monster Tags: construct

Habitat: Urban

Discofreezer

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