Medium or Small Construct (Metallic), Neutral
AC 18 (natural armor)    Initiative +3 (13)
HP 60 (8d6 + 32)
Speed 60 ft., Climb 45 ft., Fly 60 ft.
Mod Save
STR 13 +1 +3
DEX 16 +3 +3
CON 18 +4 +4
Mod Save
INT 13 +1 +1
WIS 14 +2 +4
CHA 14 +2 +2
Immunities Lightning, Poison; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Truesight; Passive Perception 16
Languages Common, Primordial , it can be imbued with other languages, but common and primordial are default. It is completely nonverbal.
CR 2 (XP 450; PB +2)
Traits

Shutdown. If targeted by dispel magic, the aralhest must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute or until it takes any damage.

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

Actions

Multiattack. The horror makes one Bite attack and two Claw attacks, one Tail Bash attack and two claw attacks, or it makes two Lightning Jolt attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

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

Tail Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8 + 2) bludgeoning damage.

Lightning Jolt. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 7 (1d10 + 2) lightning damage.

Bonus Actions

Dash. gain extra movement equal to your speed.

Dodge. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.

Disengage. your movement doesn't provoke opportunity attacks for the rest of the turn.

Help. You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.

Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.

Hide. Make a stealth check to hide, if you succeed, enemy combatants have disadvantage on attacks made against you and you have advantage on attacks made from hiding. The effect ends when you make an attack (either successful or not) or otherwise come out of hiding.

Reactions

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the damage against you.

Misdirection. You create a brief flash of light, loud sound, or other distraction that interrupts a creature’s attack. When a creature you can see within range makes an attack, you can impose disadvantage on its attack roll.

Feather Fall. Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Shield. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Counterspell. You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

Description

Aralhests are automatons that are canine in body but with wings and large insectoid tails. The tail of an aralhest is used to store materials and, while not as big as a bag of holding, is larger on the inside. An aralhest's eyes are made of magic crystal that enable it to see. Aralhests are made from a variety of metals in a variety of canine shapes by a being known as the Collector. The Collector created aralhests to be its servants and collect knowledge from around the world for it. As such, the Collector has imbued its creations with a certain level of magic and sentience, although none are capable of speech.

While aralhests are nonverbal, they have developed their own means of communication. They can write in common as well as primordial to communicate with other beings, although this takes a while, and have developed their own rudimentary language among themselves which is composed of poses, jaw clicks, and tail thumps. If they are sent to specific regions or to look for specific materials, they can be imbued with knowledge of that language.

An aralhest's main goal when confronted is to escape with whatever materials they are carrying, trying to maintain the condition of those materials as best as they are able. However, an aralhest isn't defenseless and can and will attack with their teeth, claws, tail, and lightning magic if necessary. They generally don't kill, but will if their pursuer refuses to retreat. They take the safety of their cargo and the secrecy of their home very seriously.

When an aralhest dies, the magic that created it consumes it over a period of 1 minute. Its metallic body and crystal eyes degrade rapidly until nothing is left but a small heap of glittering dust. As a failsafe, the destruction of an aralhest triggers powerful teleportation magic that sends all of the materials it was carrying, if any, to the nearest operational aralhest.

Monster Tags: constructbeast companion

ObviChangeling

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