Orbslinger

Medium humanoid (any race), any alignment

Armor Class 18 (plate armor)

18 (plate armor) Hit Points 135 (18d8 + 54)

135 (18d8 + 54) Speed 30 ft.

STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 18 (+4)

Skills Arcana +5, Perception +10

Arcana +5, Perception +10 Condition Immunities blinded

blinded Senses darkvision 120 ft., passive Perception 20

darkvision 120 ft., passive Perception 20 Languages any two languages

any two languages Challenge 9 (5,000 XP)

Encircling Orbs. The orbslinger has three orbs that encircle it until shot. The orbslinger can see through the orbs as if they were eyes, and has advantage on Wisdom (Perception) checks that rely on sight as long as at least one orb is encircling it.

Reactive Orbs. Each of the orbslinger's orbs give the orbslinger a reaction with the same name. When the orbslinger attacks with one of its orbs, the reaction associated with that orb is unavailable to the orbslinger until that orb returns to it. For each orb the orbslinger has beyond one, it gets an extra reaction that can be used only for orb reactions.

Actions Multiattack. The orbslinger uses its Orbs. It then makes two longsword attacks. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 +4 ) slashing damage and 7 (2d6) force damage, or 10 (1d10 + 4) slashing damage and 7 (2d6) force damage if used with two hands. Orbs. The orbslinger shoots one of the following orbs, targeting one creature it can see within 120 feet of it. The orbslinger can recall one of its orbs as a bonus action, ending its effects. 1: Orb of Protection. The target must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. The orb returns to the orbslinger when the effect ends.



2: Orb of Destruction. The target must succeed on a DC 16 Dexterity saving throw or take 22 (4d10) force damage. The orb latches onto the creature for 1 minute, and the orbslinger can use a bonus action on each of its turns to deal 11 (2d10) force damage to the target. The target can use its action to make a DC 16 Strength (Athletics) check, detaching the orb and ending the effect on a success. The orb returns to the orbslinger whenever the effect ends.



3: Orb of Control. The target must succeed on a DC 16 Wisdom saving throw or become charmed by the orbslinger for 1 minute. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that the orbslinger mentally chooses. The target can act normally on its turn if the orbslinger chooses no creature or if none are within the targets reach. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The orb returns to the orbslinger whenever the effect ends.