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Mytholabe 2014

CR 9 construct

Large construct, unaligned


Armor Class
18 (natural armor)
Hit Points
152 (16d10+64)
Speed
fly 30 ft. (hover)

STR20 (+5)
DEX13 (+1)
CON18 (+4)
INT6 (-2)
WIS16 (+3)
CHA1 (-5)

Saving Throws
Skills
Resistances
acid, cold, fire, radiant, thunder
Damage Immunities
poison, psychic; bludgeoning, piercing, and slashing from magical attacks
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
Senses
passive Perception 13
Languages
understands all but can't speak
Challenge
9 (5,000 XP) · Proficiency Bonus +4

Immutable Form.

The mytholabe is immune to any spell or effect that would alter its form.

Innate Spellcasting (1/Day).

The mytholabe can innately cast plane shift on itself only, requiring no material components. Its innate spellcasting ability is Wisdom.

Magic Resistance.

The mytholabe has advantage on saving throws against spells and other magical effects.

Magic Weapons.

The mytholabe's weapon attacks are magical.

Melodious Recharge.

Whenever the mytholabe is hit by a magical weapon attack, it recharges its Purifying Resonance ability.

Sentient Transformation.

If the mytholabe is inhabited by a sentient weapon, its mental statistics and alignment change to match that of the weapon's.

Spanner in the Works.

When the mytholabe suffers a critical hit from a nonmagical weapon, the attacker quadruples the dice rolled instead of doubling them.

Unbearable Scraping.

When the mytholabe is hit with a nonmagical melee weapon attack, each creature within 15 feet of it must succeed on a DC 16 Constitution saving throw or be deafened for 1 minute.

Actions

Multiattack.

The mytholabe makes three heroic jab attacks. When its Purifying Resonance is available, it can use the resonance in place of one heroic jab attack.

Heroic Jab.

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage.

Purifying Resonance (Recharge 5–6).

The mytholabe thrums with a harmonic resonance that brings order to those within 30 feet. Each creature in that area must succeed on a DC 16 Constitution saving throw or have all conditions and magical effects on it ended immediately and any concentration it's maintaining broken.

Source: Creature Codex (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details