Daedal Wright

Large construct, Unaligned

Armor Class

18 (natural armor)

Hit Points

161 (17d10 + 68)

Speed

walk 30 ft.

Skills

Perception +4, Stealth +11

Damage Immunities

Poison

Condition Immunities

Charmed, Exhaustion

Senses

blindsight 10 ft., darkvision 60 ft.

Languages

Understands commands given in any language but can't speak except for stating its current activity in Master Arlen's voice.

Challenge

7

Damage Optimization

The daedal wright deals a cumulative additional 2 (1d4) damage against a target with every new successive hit after the first.

Malfunction

When taking a critical hit, the daedal wright must succeed on a DC 10 Constitution saving throw or malfunction as if it was under the effects of a confusion spell for 3 rounds. At the end of its turns, it can make a DC 10 Wisdom saving throw to end the effect.

Siege Monster

The daedal wright deals double damage to objects and structures.

Specialized Tools

The damage caused by the multifunctional appendages of the daedal wright are considered bludgeoning, piercing, and slashing at the same time.

Actions

Multiattack

The daedal wright can make two attacks with its multifunctional appendages, or one attack with its multifunctional appendage and one with its stabilizer arm.

Heavy Drill

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) piercing damage. The damage caused by the heavy drill bypasses the damage threshold of objects.

Multifunctional Appendages

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning, piercing and slashing damage.

Stabilizer Arm

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the daedal wright can't use its stabilizer arm on another target.