Large Construct, Neutral
Armor Class 21 (natural armor)
Hit Points 420 (26d10 + 260)
Speed 80 ft.
STR
24 (+7)
DEX
17 (+3)
CON
22 (+6)
INT
24 (+7)
WIS
14 (+2)
CHA
6 (-2)
Saving Throws STR +13, DEX +9, CON +12, INT +13
Skills Perception +8, Stealth +9, Survival +8
Damage Resistances Cold, Lightning, Necrotic, Thunder
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 17
Languages speaks and understands Modron and the language of its owner.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. Bladewolf has advantage on saving throws against spells and other magical effects.

Unusual Nature. Bladewolf doesn’t require air, food, drink, or sleep.

Keen Hearing and Smell. Bladewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. Bladewolf has advantage on an attack roll against a creature if at least one of Bladewolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. Bladewolf makes one Bite or Tail Toss attack and two Claw attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (3d10 + 8) lightning damage.

Tail Toss. Ranged Weapon Attack: +13 to hit, range 20/60 ft., one target. Hit: 18 (1d10 + 8) piercing damage and an additional (2d10) fire damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 8) force damage.

Sword Spin (Recharge 5–6). Each creature of the Bladewolf's choice that is within 5 feet of the Bladewolf must pass a DC 19 Dexterity saving throw or take 24 (12d10 + 8) slashing damage. and be knocked prone on a failure, or take half as much damage and not be knocked prone on a success. The Bladewolf can then move without triggering attacks of opportunity.

Spellcasting. Bladewolf casts one of the following spells, requiring no spell components and using intelligence as the spellcasting ability:

3/day each: dimension door (self only), plane shift (self only)

Stunning Roar (Recharge 5–6). Bladewolf emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 33 (6d10) thunder damage, drops everything it’s holding, and is stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn’t stunned.

Reactions

Parry. Bladewolf adds 2 to its AC against one melee attack that would hit it.

Legendary Actions

Bladewolf 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 Bladewolf regains spent legendary actions at the start of its turn.

Tail Toss. Bladewolf makes one Tail Toss attack.

Bite. Bladewolf makes one bite attack.

Recharge (Costs 2 Actions). Bladewolf recharges one of its rechargeable attack actions.

Description

Bladewolf is an advanced construct based on the design of steel predator, a is a merciless machine with one purpose: to locate and kill its target regardless of distance and obstacles.

Steel predators are created by a unique modron, using a machine located in the city of Sigil. It wasn’t always headquartered in the City of Doors, however. On its original home, the plane of Mechanus, the ingenious modron was lauded for its invention—until it turned these creations against its superiors. Steel predators wreaked havoc against the modron hierarchy until the rogue modron was trapped and exiled. Now it operates a shop in Sigil where, for a steep price, anyone can commission the manufacture of a steel predator.

To create a steel predator, the modron’s machine must be fed something that identifies the predator’s target, such as a lock of hair, a well-worn glove, or a much-used weapon. The moment the newly manufactured steel predator emerges, it bounds away in search of its prey. It senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight and smell.

Once battle is joined, the predator ignores every other threat to attack its target, unless other creatures prevent it from reaching the target. In that case, it does what it must to fulfill its mission.

If all goes according to plan, a steel predator slays its target and then voluntarily returns to Sigil, where it’s broken down into parts that can be used in another steel predator. Battle damage can cause this instinct to fail, however, in which case the steel predator lingers in the area, hunting and killing other creatures that resemble its target or that simply live nearby. Such rogue predators are dangerous to anyone in the vicinity.

Bladewolf on the otherhand is a fully independant, sapient construct, shackled by means unknown to all but its masters, if it disobeys an order as punishment its memory is wiped.

Previous Versions

Name Date Modified Views Adds Version Actions
10/16/2024 7:56:12 PM
20
0
0.5
Coming Soon
10/16/2024 8:10:05 PM
18
0
1
Coming Soon
10/16/2024 11:50:08 PM
16
0
2
Coming Soon
10/18/2024 8:24:07 PM
15
0
3
Coming Soon

Habitat: Urban

Kyppo

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