Demiurge Drone
Medium aberration, chaotic evil
Armor Class 18
Hit Points 65 (5d8+25)
Speed
30ft
Swim: 30ft
Climb: 30ft
Saving Throws Str +7, Con +8
Damage Resistances cold, fire, acid; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities psychic, poison
Condition Immunities feared, charmed
Senses Darkvision 120ft, Passive Perception 11
Languages Common, Undercommon, Kingspeak
Challenge 7
Ancient Madness. Any attempts to delve into the mind of the Demiurge would require creatures to make a DC 15 Intelligence saving throw or take 2d12 psychic damage and be unable to read their thoughts. On a successful save, they can only read surface level thoughts.
Actions
Multiattack. The demiurge makes three melee attacks or two melee attacks and its maddening gaze.
- Demiutrum Blade. Melee Weapon Attack: +7 to hit, reach 5ft, one target
Hit: 12(2d8+4) slashing damage.
- Claw. Melee Weapon Attack: +7 to hit, reach 5ft, one target.
Hit: 11(2d6+4) bludgeoning damage. The target is grappled (escape Dc 15)
- Maddening Gaze. The demiurge targets one creature it can see within 30 feet of it. If the target can see the demiurge, the target must succeed on a DC 15 Intelligence saving throw against this magic or take 24(6d8) psychic damage and be inflicted with madness, unless it is immune to psychic damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful or if the effect ends on it, the target is immune to maddening gaze for the next hour. A grappled creature has disadvantage on the intelligence saving throw.
Reactions
Vicious Reprisal. Upon taking damage, the demiurge can make a melee weapon attack. If there is not a creature nearby, it can move half its movement speed towards a target without triggering an attack of opportunity.