Large construct, Lawful Neutral
| Armor Class | 20 (natural armor) |
|---|---|
| Hit Points | 207 (18d10 + 108) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 17 (+3) | 22 (+6) | 4 (-3) | 14 (+2) | 6 (-2) |
| Saving Throws | — |
|---|---|
| Skills | Perception +7, Stealth +8, Survival +7 |
| Damage Vulnerabilities | — |
| 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., passive Perception 17 |
| Languages | understands Modron and the language of its owner but can't speak |
| Challenge | 16 |
The steel predator has advantage on saving throws against spells and other magical effects.
The steel predator doesn't require air, food, drink, or sleep.
The steel predator makes one Bite attack and two Claw attacks.
Melee Attack Roll: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) lightning damage.
Melee Attack Roll: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) force damage.
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.
The steel predator casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability:
3 each/day: dimension door (self only), plane shift (self only)
Large construct, Lawful Evil
| Armor Class | 20 (natural armor) |
|---|---|
| Hit Points | 207 (18d10 + 108) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 17 (+3) | 22 (+6) | 4 (-3) | 14 (+2) | 6 (-2) |
| Saving Throws | — |
|---|---|
| Skills | Perception +7, Stealth +8, Survival +7 |
| Damage Vulnerabilities | — |
| 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., passive Perception 17 |
| Languages | understands Modron and the language of its owner but can't speak |
| Challenge | 16 |
The steel predator has advantage on saving throws against spells and other magical effects.
The steel predator's weapon attacks are magical.
The steel predator makes three attacks: one with its bite and two with its claw.
Melee Attack Roll: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage.
Melee Attack Roll: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
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.
The steel predator's innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells, requiring no components:
3 each/day: dimension door (self only), plane shift (self only)