Large construct, lawful evil
- Armor Class
- 20 (natural armor)
- Hit Points
- 207 (18d10 + 108)
- Speed
- 40 ft.
- Challenge
- 16 (15,000 XP)
- Skills
- Stealth +8, Survival +7, Perception +7
- Damage Resistances
- cold; lightning; necrotic; thunder
- Damage Immunities
- poison; psychic; bludgeoning, piercing, slashing from nonmagical attacks
- Condition Immunities
- charmed; exhaustion; frightened; paralyzed; petrified; poisoned; stunned
- Senses
- blindsight 30 ft., darkvision 60 ft., passive Perception 17
- Languages
- understands Modron and the language of its owner but can't speak
Traits
The steel predator has advantage on saving throws against spells and other magical effects.
The steel predator's weapon attacks are magical.
Actions
The steel predator makes three attacks: one with its bite and two with its claw.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) thunder damage, drops everything it's holding, and is stunned for 1 minute. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting
The steel predator's innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells, requiring no components: