Eclipse Mote

small construct (shadow), neutral evil

D&D 5.5 / SRD 5.2

Challenge 4 (1,100 XP)

Available with DM subscription
STR
6 (-2)
DEX
16 (+3)
CON
16 (+3)
INT
10
WIS
12 (+1)
CHA
8 (-1)

Defense

Armor Class
15 (natural)
Hit Points
49 (9d8+9 +3)
Speed
fly 30 ft., (hover)

Treasure & Loot Common

No significant treasure

Proficiencies & Senses

Saving Throws dexterity, constitution
Skills
Stealth +5, Perception +3
Senses
darkvision 60 ft.
passive Perception 13

Characteristics

Damage Vulnerabilities
radiant
Damage Resistances
cold, nonmagical-physical
Damage Immunities
poison, psychic, necrotic
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Languages understands Abyssal and Infernal but can't speak

Traits and Actions

Engine Tether

Trait
Construct Traits Custom
While within 120 feet of the Eclipse Engine, the mote regains 5 Hit Points at the start of each of its turns. It also cannot be surprised while in this range.

Construct Traits. Immune to poison/psychic/necrotic as per construct/shadow hybrid nature.

Shadow Form

Trait
Advantage Custom
The mote is a shadow construct. It has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked prone.

Umbral Ray

Action
Necrotic Damage Custom
Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 12 (2d8+3) necrotic damage.

Corona Burst

Action
Radiant Damage Custom
Each creature within 15 feet must make a DC 13 Dexterity saving throw, taking 10 (3d6) radiant damage on a failure or half as much on a success. The mote's light flares brightly, visible for miles.

Running the encounter

Combat Behavior

Tactics

  • Hover at room edges to maximize range.
  • Focus fire on targets with lowest HP or AC.
  • Retreat toward the Eclipse Engine when damaged to trigger Engine Tether.

Morale

Fights until destroyed unless tethered; retreats only to heal via tether.

Appearance & presence

Monster Description

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