Large Construct, Any Alignment
Armor Class 18 scrap metal
Hit Points 166 (20d10 + 66)
Speed
STR
18 (+4)
DEX
12 (+1)
CON
15 (+2)
INT
12 (+1)
WIS
20 (+5)
CHA
13 (+1)
Saving Throws CON +4, WIS +7
Damage Immunities Lightning
Senses Passive Perception 16
Languages common, bugbear
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Connection to mainframe. the core holder has many 3 tubes connecting him to his lair, the rubber tubes have 10 health and 14 ac, they have immunity to lightning and bludgeoning damage and when one is cut, the core holder loses their ability to use one of their lair actions

Fighting for control: The druid who is being controlled in the core is fighting against the control, in the suit the druid must make a dc 23 wisdom saving throw, on a fail the spell is cast to attack the party or aid the core, but if succeeded the spell that is cast is cast to heal or support the party.

Spellcasting. The Core holder is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The  has following druid spells prepared:
Cantrips (at will): Thorn Whip, Thunderclap, frostbite, mending
 1st level (4 slots): faerie fire,healing word, fog cloud                                                          2nd level (3 slots): moonbeam, Healing spirit, Heat metal, flaming sphere                          3rd level  (3 slots): Aura of Vitality, conjure animals, call lightning.                                        4th level (3 slots): Ice Storm, Stoneskin, Fire shield                                                                    5th level (2 slots): maelstrom, contagion

 

 

 

Actions

Multiattack. the core holder makes 2 slam attacks, casts one spell 

slam. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit:  (1d12 + 4) bludgeoning damage.

fume spray (recharge 5-6): the core holder chooses a gas to spray at the party.                

Poison gas: 30 feet cone, dc 16 dexterity saving throw or take 5d6 poison damage and be poisoned for 1 minute halved on success and no poison.                              

incapacitation gas: 10 foot radius, dc 16 dexterity saving throw or take 5d6 psychic damage and be incapacited for the next 2 turns, halved damage on success and no incapacitated

blinding gas: 30 feet cone dc 17 dexerity saving throw or take 6d6 psychic damage and be blinded for 1 minute, you are also teleported to a random place on the battlefield halved damage on success and no blinded or teleportation

 

Bonus Actions

further restrictions. the machine can attempt to make it harder for the druid to fight over control, the machine must succeed on a dc 19 strength check to pull the druid further under control making the dc for the fighting for control harder by how well the machine passed the check, making a 19 makes it +1

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

the machine can take 3 legendary actions per round in between a players turn

slam (Costs 1 Actions). the machine makes a slam attack against a creature it can reach

mend (Costs 1 Actions). the machine mends itself healing itself 2d6 hitpoints

I know you gonzar (Costs 2 Actions). Gonzar feels a very loud ringing coming from his ear, he must make a dc 17 wisdom saving throw or take 6d6 psychic damage and be blinded for a turn

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

 

Lair Actions

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

  • acid eruption. vented parts of the floor erupt acid , anybody within 5 feet of the vents must succeed on a dc 12 dexterity saving throw or take 2d6 acid damage, halved on a success, the area covered in acid is now difficult terrain and anybody who enters or ends their turn in acid takes 1d6 acid damage. the acid leaves after the next lair action
  • tube grapple: the 2 farthest characters from the machine must make a dc 15 strength saving throw or be restrained as elastic tubes wrap around the creatures
  • electrical mending: the room crackles and electricity surges through the room, each player must make dc 14 constitution saving throw or take 1d8 acid damage, the machine heals 1d8 health as well

 

Previous Versions

Name Date Modified Views Adds Version Actions
2/26/2025 7:38:38 PM
4
1
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Coming Soon
penids23

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