THE SHARED REFERENCE Adventurer

Monster

Steel Predator

Outside your table’s allowed sources

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)

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