Medium Construct, Typically Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 150 (22d12 + 36)
Speed 40 ft., Fly 40 ft.
STR
19 (+4)
DEX
16 (+3)
CON
17 (+3)
INT
19 (+4)
WIS
17 (+3)
CHA
15 (+2)
Saving Throws INT +9, WIS +8
Skills Perception +13
Damage Resistances Lightning, Psychic
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 23
Languages All, Telepathy 120 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Axiomatic Mind. The Master can’t be compelled to act in a manner contrary to its nature or its instructions.

Combat Ready. The master has advantage on initiative rolls.

Disintegration. If the master dies, its body disintegrates into dust, leaving behind anything it was carrying.

Legendary Resistance (4/Day). If the master fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The master makes one Slap attack and two string attacks.

Slap. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage . If the target is a creature, it must succeed on a DC 8 Constitution saving throw or have the incapacitated condition until the end of its next turn.

String. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the master can’t use this string against other targets. The master has six strings, each of which can grapple one target.

Spellcasting. The master casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):

At will: detect magic, dispel magic, mending (as an action)

1/day each: Animate Objects (self only), protection from evil and good

Reactions

The Master can take up to three reactions per round but only one per turn.

Counter Magic. The Master attempts to interrupt a creature it can see that is casting a spell. If the spell is 1rd level or lower, it fails and has no effect. If the spell is 2th level or higher, the Master makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect.

Lightning Rebuke. When a creature within 120 feet of the Master damages it, the master magically retaliates with an arc of lightning. The creature must make a DC 14 Dexterity saving throw, taking 6 (1d10) lightning damage on a failed save, or half as much damage on a successful one.

RiddlesTheCat

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