Steel Predator
Large construct, lawful evil
Armor Class
20 (natural armor)
Hit Points
207 (18d10 + 108)
Speed
40 ft.
STR
24 (+7)
DEX
17 (+3)
CON
22 (+6)
INT
4 (-3)
WIS
14 (+2)
CHA
6 (-2)
Damage Immunities
poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Resistances
cold, lightning, necrotic, thunder
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses
blindsight 30 ft., darkvision 60 ft., passive Perception 17
Skills
Perception +7, Stealth +8, Survival +7
Languages
understands Modron and the language of its owner but can't speak
Challenge
16 (15,000 XP)
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)
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.