Mytholabe
Mytholabe
Large construct, unaligned
- Armor Class 18 (natural armor)
- Hit Points 152 (16d10+64)
- Speed 0 ft., fly 30 ft. (hover)
- STR
20 (+5) - DEX
13 (+1) - CON
18 (+4) - INT
6 (-2) - WIS
16 (+3) - CHA
1 (-5)
- Damage 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)
- Immutable Form. The mytholabe is immune to any spell or effect that would alter its form.
- 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.
- 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.
- Sentient Transformation. If the mytholabe is inhabited by a sentient weapon, its mental statistics and alignment change to match that of the weapon's.
- 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.
- Innate Spellcasting (1/Day). The mytholabe can innately cast plane shift on itself only, requiring no material components. Its innate spellcasting ability is Wisdom.
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.