Monster
Transcendent Order Conduit
Outside your table’s allowed sources
Official reference · MPP · 2014
- Creature type
- Humanoid
- Size
- Small/Medium
- Armor class
- 18 (Unarmored Defense)
- Hit points
- 97 (15d8 + 30)
- Speed
- Walk 50 ft.
- Challenge rating
- 8
- Alignment
- Any alignment
- Strength
- 10
- Dexterity
- 19
- Constitution
- 14
- Intelligence
- 10
- Wisdom
- 18
- Charisma
- 12
- Passive Perception
- 17
- Initiative
- +4
- Saving Throws
- wis: +7; cha: +4
- Skills
- acrobatics: +7; perception: +7; performance: +4
- Languages
- Common plus one more language
Traits
Instinctive Reflexes
The conduit has advantage on initiative rolls, and it can't have disadvantage on attack rolls.
Unarmored Defense
While the conduit is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack
The conduit makes three Unarmed Strike attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, the conduit can choose one of the following additional effects (up to once per turn each):
- Incapacitate: The target must succeed on a DC 15 Constitution saving throw or have the incapacitated condition until the end of the conduit's next turn.
- Push: The target is pushed up to 10 feet horizontally away from the conduit.
Reactions
Deflect Attack
In response to being hit by an attack roll, the conduit partially deflects the blow. The damage the conduit takes from the attack is reduced by 1d10.
Don't Be There
When the conduit must make a saving throw, it can move up to half its speed without provoking opportunity attacks. If its new position moves it out of range or otherwise makes it impossible to be targeted by the effect, the conduit avoids the effect entirely.