Steel Predator

Large construct, Lawful Neutral

Armor Class20 (natural armor)
Hit Points207 (18d10 + 108)
Speed40 ft.
STRDEXCONINTWISCHA
24 (+7) 17 (+3) 22 (+6) 4 (-3) 14 (+2) 6 (-2)
Saving Throws—
SkillsPerception +7, Stealth +8, Survival +7
Damage Vulnerabilities—
Damage Resistancescold; lightning; necrotic; thunder
Damage Immunitiespoison; psychic; bludgeoning, piercing, slashing from nonmagical attacks
Condition Immunitiescharmed; exhaustion; frightened; paralyzed; petrified; poisoned; stunned
Sensesblindsight 30 ft., darkvision 60 ft., passive Perception 17
Languagesunderstands Modron and the language of its owner but can't speak
Challenge16

Traits

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

Claw.

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

Spellcasting

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)