Metroid Prime

Gargantuan aberration, chaotic evil

Armor Class 24 (natural armor)

24 (natural armor) Hit Points 100/150/200/200 (32d20 + 320)

100/150/200/200 (32d20 + 320) Speed 60 ft., burrow 30 ft., climb 60 ft.

STR DEX CON INT WIS CHA 30 (+10) 11 (+0) 30 (+10) 3 (-4) 18 (+4) 20 (+5)

Saving Throws Str +18, Dex +8, Con +18, Wis +12, Cha +13

Str +18, Dex +8, Con +18, Wis +12, Cha +13 Skills Athletics +18, Stealth +8

Athletics +18, Stealth +8 Damage Resistances bludgeoning, piercing, and slashing

bludgeoning, piercing, and slashing Damage Immunities all damage except the damage types of its Adaptive Carapace and bludgeoning, piercing, and slashing from magical weapons

all damage except the damage types of its Adaptive Carapace and bludgeoning, piercing, and slashing from magical weapons Condition Immunities charmed, frightened, paralyzed, poisoned

charmed, frightened, paralyzed, poisoned Senses truesight 120 ft., passive Perception 14

truesight 120 ft., passive Perception 14 Languages -

- Challenge 30 (155,000 XP)

Paragon Fortitude. Metroid Prime has four pools of hit points. Any time a pool is reduced to 0 hit points, Metroid Prime is immediately cured of all conditions and effects that are affecting it.

Paragon Fury. When Metroid Prime is reduced to its third hit point pool, it gains a second turn. The initiative for its first turn is rolled with advantage.

Phazon Regeneration. If Metroid Prime takes no damage for one hour, then one of its depleted pools of hit points completely regenerates.

Spider Climb. Metroid Prime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Magic Resistance. Metroid Prime has advantage on saving throws against spells and other magical effects.

Adaptive Carapace. The color of the lines on Metroid Prime's carapace determines what types of damage can hurt it. Additionally, whenever Metroid Prime uses its Elemental Beam, Multi-Missiles, or Particle Wave Projector attacks, the damage type of the attack is chosen from one of the damage types corresponding to the current color of Metroid Prime's Adaptive Carapace.

Yellow: force, psychic

Purple: lightning, thunder

White: cold, necrotic, poison

Red: fire, radiant, acid

Reflective Carapace. Any time Metroid Prime is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Metroid Prime is affected as normal. On a 6, Metroid Prime is unaffected, and the effect is reflected back at the caster as though it originated from Metroid Prime, turning the caster into the target.