- 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.