Medium Construct, Chaotic Neutral
Armor Class 16 Natural Armor
Hit Points 210 (10d20 + 4)
Speed
STR
12 (+1)
DEX
14 (+2)
CON
15 (+2)
INT
22 (+6)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws CON +5, INT +9, CHA +7
Damage Vulnerabilities Psychic
Damage Immunities Lightning
Condition Immunities Charmed, Exhaustion
Senses Darkvision, Passive Perception 18
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Siphon. Whenever Blue does 15 or more Psychic damage in a turn, he creates one psyspirit minion.

 Scream of 10,000 Pounds of Steel. After Blue reaches 65 HP or lower he releases a horrid screech of pure mind and impure form creates destruction to all those near. Any creature within a 30ft radius sphere of Blue must make a DC 17 Intelligence saving throw or take 18 psychic damage and become frightened. 

After Scream of 10,000 Pounds of Steel is used, Blue enters a new phase where his movement speed is 0, his AC is buffed to 17, and he creates an area around him 30ft radius, immediately pushing them back that much, in this area the scream is so powerful that it pushes back on the players, halving their movement. Also when they enter the zone, at the end of every round all players in the zone must make a DC 14 Strength Saving Throw or be pushed back 10 ft.

Actions

Mind Nail. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit:  (1d8 + 4) [psychic] damage and every round after the target rolls a wisdom saving throw (DC 14) or take 1d6 psychic.

Crowd of Whispers. Ranged Weapon Attack: +4 to hit, range 20/60 ft., 1 target. Hit:  (2d6 + 4) [psychic] damage and the target must make an intelligence saving throw (DC 15), on a fail they have disadvantage on their next action or they have to choose between action, bonus action, or reaction.

Bonus Actions

Psyslam. As a bonus action, if a target is within 5 feet of Blue he can make a melee attack roll against them using his intelligence modifier. If the attack hits the target takes 1d8 force damage and is pushed back 5 feet.

Reactions

Twitch. Once per round Blue may twitch, the psychic powers around him force his body to turn inhumanly. This imposes disadvantage to one attack roll.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (losing initiative ties),  [Blue] takes a lair action to cause one of the following effects;  [Blue] can’t use the same effect two rounds in a row:

  • Causes a psychic wave to push against its enemies, halving movement speed in a 20ft sphere around it(Not in phase 2)
  • Causes the psyspirits around it to attack its enemies, summoning 1d4 psyspirit minions

 

Previous Versions

Name Date Modified Views Adds Version Actions
9/2/2024 4:17:11 AM
8
0
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Coming Soon
9/2/2024 5:15:57 AM
17
0
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Coming Soon
Humanly9

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