CA Alpha 11- Carson

  • Large Construct, Lawful Neutral
  • Armor Class 18 (Natural Armor)
  • Hit Points 220 (20d10 + 100)
  • Speed 30 ft.
Str: 16 (+3) Dex: 18 (+4) Con: 20 (+1) Int: 22 (+6) Wis: 18 (+4) Cha: 18 +4)
 
  • Saving Throws: Dex +10, Con +10, Int +8
  • Skills: Perception +8, Insight +8, Arcana +10, History +10
  • Damage Immunities: Poison, Psychic
  • Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 18
  • Languages: programed with all known languages
  • Challenge 17 (18,000 XP)
Actions
  • Multiattack. Carson makes two melee attacks or uses one Battlefield Control ability.
  • Melee Attack. Slam. Reach 10 ft., one target. Hit 15 (2d6 + 5) bludgeoning damage.
Abilities:  
  • Camoflauge Unit- Carson has the ability to disguise himself as any medium sized creature as if using the disguise self spell. He can use this ability 5 times per day for 1 hour each. 
  • Magnetic Field (Recharge 5-6). Carson activates a magnetic field in a 30-foot cone in front of him. All creatures within the area must make a DC 18 Strength saving throw or be pulled or pushed 20 feet if wearing or holding metal. A successful save halves the distance pulled or pushed. 
  • Summon Turrets (1/Day). Carson summons three autonomous turrets to aid him in combat. The turrets have 50 hit points each, an AC of 18, and an attack bonus of +8. They use Carson's slam attack and have a range of 30 feet.
  • Summon Tiny Helpers- as an action, Carson can summon 4 tiny helpers (see right), which act at the end of his turn. 
  Legendary Actions
  • Arcane Pylons- Carson has constructed 2 Arcane pylons in his lair. Each has 50hp and Ac 12. As long as they are intact, Carson receives a +5 to sav throws, and +5 to all damage attacks per active pylon. Additionally, he takes half damage if 1 pylon is still active. 
Lair Actions   The battlefield around Carson becomes a part of his lair, imbued with magic to serve him. At initiative count 20 (losing initiative ties), Carson takes a lair action to cause one of the following effects:
  • Energy Surge. Magical energy surges forth from the ground in a 40-foot radius centered on Carson. Each creature in that area must make a DC 18 Dexterity saving throw, taking 4d10 force damage on a failed save, or half as much damage on a successful one.
  • Tiny Construct, Lawful Neutral
  • Armor Class 15 (Natural Armor)
  • Hit Points 25 (5d4 + 5)
  • Speed 20 ft.
Saves and Immunities
  • Saving Throws Dex +4
  • Skills Stealth +4
  • Damage Immunities Poison, Psychic
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Understands the languages of its creator but can't speak.
  • Challenge 1/2 (100 XP)
Abilities/Actions
  • Multiattack. The tiny minion makes two attacks with its Tiny Blade.
  • Melee Attack. Tiny Blade. Reach 5 ft., one target. Hit 2 (1d4) slashing damage.
  • Swift Movement. The tiny minion can take the Disengage or Hide action as a bonus action.
  • Self-Preservation Protocol. As a reaction, the tiny minion can force a creature that hits it with an attack to make a DC 12 Dexterity saving throw or take 5 (2d4) force damage as the tiny minion activates a brief self-destruct mechanism.