Ghost Machine

Medium construct, neutral evil

Armor Class 20 (natural armor)
Hit Points 164 (20d8+80)
Speed 50 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
22 (+6) 22 (+6) 19 (+4) 22 (+6) 10 (+0) 7 (–2)

Saving Throws Con +10, Wis +6, Cha +4
Skills Athletics +10, Investigation +7, Perception +6
Damage Vulnerabilities lightning
Damage Resistances cold, fire, psychic, thunder; bludgeoning, piercing, and slashing
Damage Immunities disease, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Common
Challenge 20 (25,000 XP)

SPECIAL TRAITS

  • Density Control. The ghost machine can manipulate its density at will, turning as hard as diamond or incorporeal (or anywhere between) as a bonus action. While incorporeal the ghost machine takes no damage from nonmagical attacks and half damage from non-psychic energy damage. In addition, while incorporeal it can move through other creatures and objects as if they were difficult terrain. The ghost machine takes 5 (1d10) force damage if it ends this effect inside an object. While incorporeal the ghost machine’s Strength score is reduced to 10.
  • Evasion. When the ghost machine makes a Dexterity saving throw to reduce the damage of a spell or attack, on a success it takes no damage and on a failure it takes half damage.
  • Hyper Intelligent. The ghost machine has advantage on Intelligence checks and saving throws, and it possesses a perfect memory able to recall any event it has witnessed.
  • Hyper Strength. The ghost machine has advantage on Strength checks and saving throws, and its carrying capacity is multiplied by 20 (6,600 pounds).
  • Legendary Resistance (3/Day). If the ghost machine fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The ghost machine has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The ghost machine’s weapon attacks are magical.

ACTIONS

  • Multiattack. The ghost machine attacks five times with any combination of unarmed strikes and energy beams. It can replace any two attacks with a Phasing Strike.
  • Unarmed. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 (4d8+6) bludgeoning damage.
  • Phasing Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: The target makes a DC 18 Constitution saving throw with disadvantage or becomes incorporeal with the ghost machine. As a bonus action, the ghost machine can end the target’s incorporeality, causing it to become corporeal while inside of an object and dealing 65 (10d12) force damage (escape DC 18).
  • Energy Beam. Ranged Weapon Attack: +12 to hit, range 100/500 ft., one target. Hit: 24 (4d8+6) force damage.

REACTIONS

  • Instinctive Phase (Recharge 4–6). When the ghost machine would be damaged by an attack or spell it can use its reaction to reduce density and turn incorporeal.

ABOUT

There is practically nothing known about ghost machines save that they are terrifying in their precision, lethality, and persistence—the first appearance of one of these automatons is rarely the last, and few realize when it returns until far too late.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

This is not the complete license attribution - see the full license for this page