Steel Predator | Monster Guide for D&D

A steel predator is a merciless machine with one purpose: to locate and kill its target regardless of distance and obstacles.

Steel predators are created by a unique modron, using a machine located in the city of Sigil. It wasn’t always headquartered in the City of Doors, however. On its original home, the plane of Mechanus, the ingenious modron was lauded for its invention until it turned these creations against its superiors. Steel predators wreaked havoc against the modron hierarchy until the rogue modron was trapped and exiled. Now it operates a shop in Sigil where, for a steep price, anyone can commission the manufacture of a steel predator.

Large Construct, Typically Lawful Neutral

Proficiency Bonus: +5
Armor Class: 20 (Natural Armor)
Hit Points: 207 (18d10 + 108)
Speed: 40 ft.

    STR – 24 (+7)
    DEX – 17 (+3)
    CON – 22 (+6)
    INT – 4 (- 3)
    WIS – 14 (+2)
    CHA – 6 (-2)

Skills: Perception +7, Stealth +8, Survival +7

Damage Resistances: cold, lightning, necrotic, thunder

Damage Immunities: poison, psychic; bludgeoning, piercing, and 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

Challenge: 16 (15,000 XP)

Magic Resistance. The steel predator has advantage on saving throws against spells and other magical effects.

Unusual Nature. The steel predator doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The steel predator makes one Bite attack and two

Claw attacks. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2dl0 + 7) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) force damage.

Spellcasting. The steel predator casts one of the following spells, requiring no spell components and using Wisdom as the spell casting ability:

3/day each: dimension door (self only), plane shift (self only)

Stunning Roar (Recharge 5-6). 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 33 (6d10) thunder damage, drops everything it’s holding, and is stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn’t stunned.

Frequently Asked Question of Steel Predator

Steel Predator is part of dnd, it’s beneficial and interesting but it’s confusing most of the time, so people often ask some questions about it. Below you will find answers:

1. What Is A Steel Predator In DND?

A steel predator is a merciless machine with one purpose: to locate and kill its target regardless of distance and obstacles.

2. What Does Steel Predator Do In DND?

Steel predators are created by a unique modron, using a machine located in the city of Sigil. It wasn’t always headquartered in the City of Doors, however. On its original home, the plane of Mechanus, the ingenious modron was lauded for its invention until it turned these creations against its superiors. Steel predators wreaked havoc against the modron hierarchy until the rogue modron was trapped and exiled. Now it operates a shop in Sigil where, for a steep price, anyone can commission the manufacture of a steel predator.

3. Can Steel Predator Speaks?

No.

Steel Predator can understands Modron and the language of its owner but can’t speak.

4. Can Steel Predator Eats And Drinks?

The steel predator doesn’t require air, food, drink, or sleep.

5. How Does Steel Predator Make Attacks?

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 33 (6d10) thunder damage, drops everything it’s holding, and is stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn’t stunned.

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