Monster
Steel Predator
Outside your table’s allowed sources
Official reference · MPMM · 2014
- Creature type
- Construct
- Size
- Large
- Armor class
- 20 (natural armor)
- Hit points
- 207 (18d10 + 108)
- Speed
- Walk 40 ft.
- Challenge rating
- 16
- Alignment
- Lawful Neutral
- Strength
- 24
- Dexterity
- 17
- Constitution
- 22
- Intelligence
- 4
- Wisdom
- 14
- Charisma
- 6
- Passive Perception
- 17
- Skills
- perception: +7; stealth: +8; survival: +7
- Senses
- blindsight 30 ft., darkvision 60 ft.
- Languages
- understands Modron and the language of its owner but can't speak
- Resistances
- cold, lightning, necrotic, thunder
- Immunities
- poison, psychic, immune: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
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 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.
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.
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)