Steel Predator

Large construct, Lawful Evil

Armor Class

20 (natural armor)

Hit Points

207 (18d10+108)

Speed

walk 40 ft.

Skills

Perception +7, Stealth +8, Survival +7

Damage Resistances

cold, lightning, necrotic, thunder

Damage Immunities

poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned

Senses

blindsight 30 ft., darkvision 60 ft.

Languages

understands Modron and the language of its owner but can't speak

Challenge

16

Magic Resistance

The steel predator has advantage on saving throws against spells and other magical effects.

Magic Weapons

The steel predator's weapon attacks are magical.

Innate Spellcasting

The steel predator's innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells, requiring no components: • 3/Day each: dimension door (self only), plane shift (self only)

Actions

Multiattack

The steel predator makes three attacks: one with its bite and two with its claw.

Bite

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage.

Claw

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Stunning Roar (Recharge 5-6)

The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) thunder damage, drops everything it's holding, and is stunned for 1 minute. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Steel Predator

Large construct, typically lawful neutral

Armor Class

20 (natural armor)

Hit Points

207 (18d10 + 108)

Speed

walk 40 ft.

Skills

Perception +7, Stealth +8, Survival +7

Damage Resistances

cold, lightning, necrotic, thunder

Damage Immunities

poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned

Senses

blindsight 30 ft., darkvision 60 ft.

Languages

understands Modron and the language of its owner but can't speak

Challenge

16

Proficiency Bonus

+5

Magic Resistance

The steel predator has advantage on saving throws against spells and other magical effects.

Unusual Nature

The steel predator doesn't require air, food, drink, or sleep.

Actions

Multiattack

The steel predator makes one Bite attack and two Claw attacks.

Bite

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) lightning damage.

Claw

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) force damage.

Spellcasting

The steel predator casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability: • 3/Day each: dimension door (self only), plane shift (self only)

Stunning Roar (Recharge 5-6)

The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 33 (6d10) thunder damage, drops everything it's holding, and is stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't stunned.