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Precursor Remnant

Large undead, construct, neutral evil
Armor Class: 22
Hit Points: 212 (22d12 + 70)
Speed: 40 ft

STR

25 +7

DEX

18 +4

CON

19 +4

INT

6 -2

WIS

15 +2

CHA

8 -1

Skills: Skills Perception +7, Stealth +9, Survival +7
Damage Resistances: cold, fire, acid
Damage Immunities: necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned
Senses: blindsight 30 ft., darkvision 60 ft., passive Perception 17
Languages: --

Innate Spellcasting. The precursor remnant's innate spellcasting ability is Wisdom. The precursor remnant can innately cast the following spells, requiring no components:   1/day each: pass without a trace (self only), dimension door (self only)   3/day: locate creature   Magic Resistance. The precursor remnant has advantage on saving throws against spells and other magical effects.   Magic Weapons. The precursor remnant's weapon attacks are magical.

Actions

Multiattack. The steel predator makes three attacks: one with its tail and two with its claws.   Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage.   Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) piercing damage. The creature makes a DC 16 Constitution saving throw or be paralyzed. The creature can repeat the saving throw at the end of its turn. After the creature saves form this effect, they can't be affected by this ability for 24 hours.   Protocol: Annihilate (Recharge 5–6). The precursor remnant shots necrotic energy from its mouth in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, a creature takes 27 (5d10) necrotic damage and is blinded 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.

Reactions

Protocol: Code Red. When the creature reaches half health, it releases a signal that summons nearby rot to its location.

A rotted undead with metal pieces fused with its flesh. The pieces seem to be remnants of the precursors, but there is flesh underneath with its functions and abilities seem to be lost with its transformation. Were the constructs controlled by the precursors from the inside or is it something more sinister? Either way, they stick to the shadows and strike their prey when least expected.

Created by

Morae.

Statblock Type

Monster

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