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Demiurge Drone

Medium aberration, chaotic evil
Armor Class 18
Hit Points 65 (5d8+25)
Speed 30ft Swim: 30ft Climb: 30ft

STR
19 +4
DEX
11 0
CON
16 +3
INT
11 0
WIS
11 0
CHA
15 +2

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.


 

Created by

Niplets.

Statblock Type

Monster / Creature

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