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K9 Praetor - Last of the Great Chaos Generals

Lore

The K9 Praetor is no ordinary Chaos Unit. Forged with great care and overseen by the Dark Lord itself, the Praetor is capable of combat and destruction at an unparalled level. The Praetor attacks and reacts in phases, with each phase unlocking new abilities and disabling others. The phases are detailed below, and the addtional details are given in the monster stat block. At the start of each new phase, the Praetor loses any abilities gained by the previous phase. Phase One (350–246 HP) - Defensive Supremacy The Praetor believes the party's greatest threat is its magic. Its armor locks into a reflective configuration, turning spells back against their casters while it studies the party's attack patterns. Reflective Karnkenath Carapace -- The Praetor has advantage on saving throws against spells and other magical effects. When a ranged spell attack misses the Praetor, it can use its reaction to reflect the spell's energy at the caster. The original caster makes a spell attack roll against itself using the original attack modifier. On a hit, it takes the spell's normal damage and any affects caused by the spell. This reflection works only against ranged spell attacks, not area effects or spells that require saving throws. Phase weakness — Overloaded Reflection: When the Praetor reflects a spell, its carapace briefly destabilizes. Until the start of its next turn, it cannot reflect another spell attack. Phase Two (245–141 HP) - Relentless Attacks At 245 HP or fewer, the Praetor's reflective plates retract and its joints open. Its armor becomes less focused on deflection and more focused on mobility, weapon deployment, and lethal precision. Predator Unbound -- When this phase begins, the Praetor can move up to half its speed without provoking opportunity attacks. It then ends one condition affecting it, provided that condition isn't incapacitated. Predatory Acceleration -- The Praetor's speed increases to 70 feet. It can take the Dash or Disengage action as a bonus action. Multiweapon Execution -- The Praetor's Multiattack increases to four attacks. Once per turn, when it hits the same target with two or more weapon attacks, it deals an additional 10 (3d6) necrotic damage. Phase weakness — Exposed Joints: Its armor is no longer configured to reflect magic. The Praetor loses Reflective Karnkenath Carapace for the remainder of the fight, and its AC decreases from 23 to 21. Its exposed joints make it vulnerable to radiant attacks that suppress its regeneration. Phase Three (<140 HP) - Chaotic Cataclysm The Praetor's core begins to pulse violently. It abandons preservation and activates the final combat protocols reserved for enemies capable of threatening the Shadowed Fang's designs. Unrestrained Destruction -- The Praetor's weapon attacks deal an additional 4 (1d8) force damage. It has advantage on Strength and Dexterity saving throws, and it can make three legendary actions per round instead of two. Phase weakness — Failing Core: The Praetor's reactor can no longer fully stabilize its body. Its AC decreases by another 2, to 19, and it cannot perform it's Shadowed Fang's Resilience feature as normal. The party now has a real opportunity to finish the fight if it can withstand the Praetor's increased aggression. Chaotic Cataclysm: When the Praetor reaches it's final phase, it begins a countdown until it detonates it's core. Enemies of the Praetor have 8 rounds to reduce the Praetor to 0 HP, or set off it's core. Once the Praetor has reached it's final phase, it cannot exit the countdown. The explosion can be delayed if 20+ points of radiant damage are performed on a single attack, or if a creature succeeds on a DC 25 check of the DM's discression. If the core completes it's meltdown, it causes an explosion of infernal energy beyond cataclysmic. It is up to the DM to determine what these consequeces are, but they should be, in short, campaign altering.

K9 Praetor - Last of the Great Chaos Generals

Large construct, chaotic evil

Armor Class 23 (Advanced Karkenath Plating)
Hit Points 350 (28d10 + 196)
Speed 50 ft.
STR
26
(+8)
DEX
22
(+6)
CON
25
(+7)
INT
20
(+5)
WIS
12
(+1)
CHA
22
(+6)
Saving Throws Str +14, Dex +12, Con +13, Int +11, Wis +8, Cha +12
Skills Athletics +14, Insight +6, Intimidation +12, Perception +12, Stealth +12, Tactics +11
Damage Resistances Fire, cold, lightning, poison, bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities Poison
Condition Immunities Charmed, exhaustion, frightened, poisoned
Senses Truesight 60 ft., darkvision 120 ft., passive Perception 22
Languages Infernal, Common, Draconic
Challenge 21 (33,000 XP)

Spellcasting. The K9 Praetor - Last of the Great Chaos Generals is a 17-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It requires no verbal, somatic, or material components for its spells, and its magic cannot be countered unless the countering creature succeeds on a DC 20 spellcasting ability check

Cantrips (at will): Eldritch Blast, Toll the Dead, Mind Sliver

2nd level (3 slots): Magnify Gravity, Misty Step, Scorching Ray

3rd level (3 slots): Fly, Fireball, Hungar of Hadar, Counter Spell

4th level (2 slots): Wall of Fire, Vitrioloc Sphere

5th level (2 slots): Synaptic Static, Hold Monster

6th level (1 slot): Circle of Death

7th level (1 slot): Forcecage

Constructed Resilience. The Praetor doesn't require air, food, drink, or sleep. It is immune to disease and has advantage on saving throws against effects that would alter its form

Integrated Infernal Armor. The Praetor's amor is part of it's body and cannot be removed. Critical Hits against the Praetor don't deal additional damage from the attack's damage dice. Other additional damage from a critical hit, such as a seperate class feature, still applies normally.

Living Arsenal. The Praetor can manifest any combination of blades, polearms, crushing weapons, or ranged weapons from any part of its body. Its weapons are magical, cannot be disarmed, and deal force damage unless a weapon's description says otherwise.

Shadowed Fang's Resilience. At the start of its turn, the Praetor regains 1d10 + 8 hit points if it has at least 1 hit point. Radiant damage suppresses this regeneration until the start of its next turn

Perfect Combat Analysis. The Praetor can take the Help action as a bonus action, provided the creature it aids is within 30 feet and can perceive its commands. It has advantage on initiative rolls and cannot be surprised while conscious.

Master of the Kill Zone. The Praetor's movement doesn't provoke opportunity attacks from creatures it has hit with a weapon attack during the current turn

Tactical Adaptation. At the end of each of its turns, the Praetor identifies one creature it can see as the greatest threat. Until the end of its next turn, its first weapon hit against that target deals an additional 7 (2d6) force damage. The Praetor can change targets as its assessment of the battlefield changes

Legendary Resistance (4/Day). If the the Praetor fails a saving throw, it can choose to succeed instead. This represents its ancient combat protocols overriding an otherwise disabling effect.

Actions

Multiattack. The Praetor makes three Advanced Karnkenath Weapon attacks, or three Hyper Charged Chaos Bolt attacks (or any combination of the two) in Phase I, four in Phase II, and four in Phase III.

Advanced Karnkenath Weapon. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) force damage. The Praetor can manifest this attack as any two handed sword, spear, axe, or hammer, or any two one handed weapons. The weapons statistics remain the same as above.

Hyper Charged Chaos Bolt. Ranged Spell Attack: +8 to hit, Range: 90 ft, Hit: 9 (1d12 + 3) force damage. If a target is hit by three consecutive Chaos Bolt attacks, it must make a DC 16 Strength saving throw or be pushed up to 20 feet away. A creature that collides with a solid obstacle during this movement takes an additional 1d6 bludgeoning damage

Chaos Cataclysm (Recharge 6) (Phase III Only). The Praetor unleashes a 30-foot-radius explosion of chaotic force and fire, as described in Phase III.

Bonus Actions.

Rift Pursuit. The Praetor teleports up to 30 feet to an unoccupied space it can see. This movement doesn't provoke opportunity attacks

Reactions

Punishing Strike. When a creature within 10 feet misses the Praetor with a melee attack, it makes one Advanced Karnkenath Weapon attack against that creature

Spell Reflection (Phase I only). The Praetor uses Reflective Karnkenath Carapace to reflect a ranged spell attack that misses it. This uses the same reaction as the trait and cannot be used if the Praetor's reaction has already been spent.

Spellbreaker Protocol (Phase II only). When a creature the Praetor can see within 120 feet casts a spell, the Praetor can use its reaction to unleash a disruptive pulse. If the spell requires concentration, the caster must make a DC 20 Constitution saving throw or lose concentration. If the spell deals damage immediately, the Praetor can instead make one Eldritch Blast beam attack against the caster

Legendary Actions

The Praetor has Legandary Actions. The Praetor can take 2 legendary actions per round in Phases I and II, and 3 per round in Phase III. It can take one legendary action at a time at the end of another creature's turn, regaining all spent actions at the start of its turn.

Weapon Strike (1 action). The Praetor makes one Advanced Karnkenath Weapon attack.

Predator's Step (1 action). The Praetor moves up to half its speed without provoking opportunity attacks.

Suppressing Pulse (2 actions). One creature within 60 feet must succeed on a DC 20 Constitution saving throw or take 18 (4d8) force damage and have its speed reduced to 0 until the end of its next turn

Ruinous Follow-Through (2 actions, Phases II–III). If the Praetor performs the Ruinous Throw attack, the creature must succeed on a DC 18 Strength saving throw. On a failure, the creature is pulled up to 60 ft closer to the Praetor and knocked prone. The Praetor may then perform one Advanced Karkenath Weapon attack at advantage. The hit is considered critical on an 18, 19 or 20.