Huge Construct, Lawful Neutral
AC 19 19    Initiative +3 (13)
HP 210 (20d8 + 120)
Speed 50 ft., Fly 20 ft.
Mod Save
STR 18 +4 +10
DEX 22 +6 +14
CON 22 +6 +12
Mod Save
INT 14 +2 +7
WIS 16 +3 +3
CHA 12 +1 +1
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison
Senses Darkvision 120 ft.; Passive Perception 18
Languages None
CR 9 (XP 5,000; PB +4)
Traits

Agile Frame

Opportunity attacks against Contralto are made with disadvantage.

Whenever Contralto moves at least 20 feet before attacking, it gains advantage on its first melee attack this turn.

Boost Thrusters

Contralto ignores difficult terrain.

It can move through the spaces of hostile creatures without provoking opportunity attacks but cannot end its movement there.

Draw-Strike Protocol

Contralto's blade is considered sheathed or drawn.

It begins combat with the weapon sheathed.

After using Iaijutsu Strike, the weapon becomes drawn.

Contralto must use Resheath before it can perform another Iaijutsu Strike.

Actions

Multiattack

Contralto makes two Arcblade attacks.

If its weapon is sheathed, it may replace one attack with Iaijutsu Strike.

Arcblade

Melee Weapon Attack: +11 to hit

Reach 5 ft.

Hit: 15 (2d8 + 6) slashing damage plus 7 (2d6) force damage.

Iaijutsu Strike

Contralto draws its blade in one impossibly fast motion.

Melee Weapon Attack: +11 to hit.

Hit:

  • 25 (4d8 + 6) slashing
  • 14 (4d6) force

The target must succeed on a DC 19 Constitution saving throw or:

  • Speed becomes 0
  • Cannot take Reactions

until the end of its next turn.

Contralto's weapon becomes drawn.

Resheath

Contralto sheaths its blade.

Until the beginning of its next turn it gains +2 AC.

Its weapon becomes sheathed.

Alto Stance

Contralto sheaths its blade and enters an intercept stance.

Until the start of its next turn:

  • Speed becomes 0.
  • It gains Evasion.
  • A 10-foot aura surrounds it.

Whenever a creature:

  • enters the aura,
  • starts its turn there,
  • or moves inside it,

Contralto immediately makes one Arcblade attack against that creature.

It may make any number of these attacks, but only once per creature each round.

The stance ends early if Contralto moves or becomes incapacitated.

Caesura 

Contralto skips its entire turn.

If it takes no damage before the start of its next turn, it immediately becomes Empowered.

It teleports to an unoccupied space within 5 feet of any creature it can see within 60 feet.

Then it immediately takes two turns back-to-back.

While Empowered:

  • all melee attacks deal an extra 2d8 force damage;
  • attack rolls score a critical hit on 19–20;
  • whenever Contralto rolls the maximum value on a damage die, it rolls one additional die of that type and adds it to the damage.

Empowerment lasts until the end of the second extra turn.

Bonus Actions

Boost Dash

Contralto moves up to half its speed without provoking opportunity attacks.

If this movement ends adjacent to a creature, its next melee attack before the end of the turn deals an extra 2d6 force damage.

Reactions

Disarming Counterslash

When a creature within 5 feet misses Contralto with a melee attack:

That creature must succeed on a DC 19 Strength saving throw.

Failure

  • Drops one held weapon or focus.

Success

  • Keeps hold of the weapon.
  • Cannot make opportunity attacks until the end of its turn.

Quick Boost

When targeted by a ranged attack, Contralto moves up to 15 feet.

If this movement places it outside the attack's range, the attack misses.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

DeimosVoid

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