Monster
Steel Predator
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Official reference · MTF · 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 Evil
- 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.
Magic Weapons
The steel predator's weapon attacks are magical.
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.
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)