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Simupoleon

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A large, catlike homunculus created by Murlocke that resides in the Super Happy Fun-World. Every inch of its shiny, diamondlike skin is covered with rows of razor-sharp barbs. It is the sentry to Murlocke’s personal relics and trophies collected over his years of torment.

Simupoleon

Large aberration, unaligned
Armor Class 28 (Natural Armor)
Hit Points 1,000
Speed 45 ft.

STR 25 (+7)    DEX 28 (+9)    CON 30 (+10)
INT 7 (-2)    WIS 22 (+6)    CHA 26 (+8)

Saving Throws Str +17, Dex +19, Cha +18
Skills Perception +16
Damage Vulnerabilities All damage caused by magic spells
Damage Immunities All physical damage sources, including from magical weapons
Condition Immunities Deafened, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Stunned
Senses Tremorsense 90 ft., Passive Perception 26
Languages Common, undercommon
Challenge 30 (155,000 XP)

Reflective Exoskeleton. Each time the simupoleon is subjected to any physical damage source, such as bludgeoning, piercing, or slashing damage, roll a d4. On a 1 to 3, the simupoleon is unaffected. On a 4, the simupoleon is unaffected, and the full damage roll is reflected back at the attacker as though it originated from the simupoleon, turning the attacker into the target.

Banishment Immunity. The simupoleon is immune to the effects of the Banishment spell and automatically succeeds any saving throw against it getting magically teleported or shifted to a different location, such as by the Plane Shift or Teleport spells.

Indomitable Form. The simupoleon is immune to any spell or effect that would alter its form. Additionally, it gains an advantage on saving throws against becoming possessed.

Keen Smell. The simupoleon gains an advantage on any Wisdom (Perception) checks that rely on smell.

Riddle Enthrallment Weakness. Any time the simupoleon is told a riddle, it must make a DC 22 Wisdom saving throw, which it has disadvantage on. On a failure, the simupoleon becomes too absorbed in the riddle to fight as it wracks its mind trying to solve it. This condition ends if the creature or creatures who told it the riddle damage it or try to attack it.

Magic Weapons. The simupoleon’s attacks are counted as magical.

Actions

Multiattack. The simupoleon makes three attacks: two with its claws and one with its tail.

Claw. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 30 (3d12 + 9) piercing damage, and the target has to succeed on a DC 20 Constitution saving throw or begin bleeding. A target is immune to this condition if it doesn’t have or doesn’t need blood. A target with this condition cannot recover hit points. At the beginning of each of their turns, they can repeat the saving throw, ending the effect on itself on a success.

Tail. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage, and the target has to succeed on a DC 20 Wisdom saving throw or become stunned for 1 minute. An affected target can repeat this saving throw on each of its turns, ending the effect on itself on a success.

Diamond Shrapnel (Recharge 5-6). The simupoleon’s exoskeleton explodes, launching all of the diamond barbs covering its’ body in a 30-foot radius. Each creature standing within 30 feet of it and isn’t obstructed by terrain or cover must succeed on a DC 24 Dexterity saving throw or take 14d8+10 piercing damage, or half as much on a success. A target that is obstructed by full cover is immune to this effect. If the target is partially covered, they make the saving throw with advantage.
Legendary Actions

The simupoleon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The simupoleon regains spent legendary actions at the start of its turn.

Claw. The simupoleon makes a claw attack.

Leap (Costs 2 Actions). The simupoleon leaps up to 60 feet in a straight line, landing in an unoccupied space it can see.