Magic Resistance. The contemplator has advantage on saving throws against spells and other magical effects.
Asteroid Arms. Using its bonus action, the contemplator can create three arms out of the asteroid's surface within 50 feet of its location. It can have up to a total of three of these arms active at one time.
Each arm has an armor class of 15 and 50 hit points; immunity to poison and psychic damage.
Legendary Resistance (3/day). If the contemplator fails a saving throw it can choose instead to make it.
Multiattack. The contemplator makes one attack with each asteroid arm that is not grappling a target. It then makes two attacks with its fists.
Asteroid Arm. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage, and the target is grappled. The target must make a Constitution saving throw (DC 19). On a failed save it is restrained as its flesh begins to harden; on a successful save it isn't affected.
A restrained creature must make another Constitution saving throw at the end of each of its turns. If it successfully saves three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition.
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage
The contemplator 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 contemplator regains spent legendary actions at the start of its turn.
Unarmed Strike. The contemplator makes one unarmed strike against a creature within range.
Forceful Grasp (Costs 2 Actions). The contemplator forces one creature that is grappled by its asteroid arms to make a Constitution saving throw, at disadvantage, against the petrification effect. The result counts against the success/failure total for the creature.
Clarity of Mind (Costs 3 Actions). The contemplator ends any one condition affecting it.
Description
Contemplators live on barren asteroids, pondering the questions of the universe. They are most often found seated in the classical thinker pose on large stone outcroppings, and are typically mistaken for statues. They seek information and knowledge above all else, often trapping adventurers and draining their intelligence.
Lair and Lair Actions
Contemplators dwell on asteroids, sifting through all of their acquired knowledge. The material remains of previously captured adventurers are found strewn about the asteroid. The entirety of the asteroid is considered as its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the contemplator takes a lair action to cause one of the following effects; the contemplator can’t use the same effect two rounds in a row:
- The asteroid makes a sudden movement in a random direction. Any creature on the surface must make a DC 15 Dexterity saving throw or be knocked prone.
- Large rocks impact the surface of the asteroid causing any creature within 20 feet of the impact site to make a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage, or half as much on a success. The contemplator is immune to this damage.
- Surface debris begins to swirl around starting at a 10 foot radius from the contemplator and moving out 30 foot. Until initiative count 20 of the following round, the area is considered difficult terrain. Any attacks originating from outside of the initial 10 foot radius are at disadvantage. This effect moves with the contemplator.
Regional Effects
The region containing a legendary contemplator’s lair is an extension of its body, which creates one or more of the following effects:
- Any change to the surface of the asteroid is immediately detected by the contemplator.
- The contemplator is aware of the location of any creature in contact with its asteroid's surface, making stealthy approach impossible.
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