AC
18
Core Shell
Initiative
+2 (12)
HP
17
(5d4)
Speed
10 ft., Burrow 5 ft., Walk 10 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 6 | −2 | −2 |
| DEX | 15 | +2 | +4 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +2 |
| WIS | 10 | +0 | +0 |
| CHA | 7 | −2 | −2 |
Vulnerabilities
Fire, Radiant
Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Immunities
Poison; Poisoned
Senses
Passive Perception 10
Languages
None
CR
1/2 (XP 100; PB +2)
Traits
Solver Infected. The Core True Body shares the same Intelligence, Wisdom & Charisma as it's original body. It also has the "Absolute Solver" Level One Transformation Boons, Traits and Flaws of Level One, Two, Three and Four.
Fire Hypersensitivity. When the Core True Body takes Fire damage, it is incapacitated until the start of it's next turn.
Actions
Claw. Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Anchoring. Constitution Saving Throw: DC 15, . As an Action, you can attempt to burrow into the body of another Construct within 5 feet of you to make them your new host. They must make a Constitution saving throw (DC 15). On a failure, you gain temporary control over their body until the end of your next turn.
If they fail the Constitution saving throw three subsequent times, you gain permanently control of their body.
If they fail the Constitution saving throw three subsequent times, you gain permanently control of their body.
Bonus Actions
Host Seeker. As a Bonus Action, you can send a pulse to seek suitable hosts. You locate any Construct within a radius of 90 feet of you. This is considered as a form of Divination Magic.
Reactions
Scuttling (6/Long Rest). Trigger: Upon being targeted by an attack made with a Melee Weapon or Spell. Response: As you scuttle to safety to dodge blows, you bob and weave incoming strikes. The incoming attack is made at Disadvantage.
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