18 (natural armor)
161 (17d10 + 68)
walk 30 ft.
Perception +4, Stealth +11
Poison
Charmed, Exhaustion
blindsight 10 ft., darkvision 60 ft.
Understands commands given in any language but can't speak except for stating its current activity in Master Arlen's voice.
7
The daedal wright deals a cumulative additional 2 (1d4) damage against a target with every new successive hit after the first.
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.
The daedal wright deals double damage to objects and structures.
The damage caused by the multifunctional appendages of the daedal wright are considered bludgeoning, piercing, and slashing at the same time.
The daedal wright can make two attacks with its multifunctional appendages, or one attack with its multifunctional appendage and one with its stabilizer arm.
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.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning, piercing and slashing damage.
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.