b'Ghost Machine \n'b'  Medium   construct ,  neutral evil  \n'b'  Armor Class  20 (natural armor) \n'b' Hit Points  164 (20d8+80) \n'b' Speed  50 ft., fly 50 ft. (hover)\n'b' STATS STR: 22 (+6) DEX:  22 (+6)  CON:  19 (+4)  INT:  22 (+6)  WIS:  10 (+0)  CHA:  7 (\xe2\x80\x932)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +10,  Wis  +6,  Cha  +4 \n'b' Skills   Athletics  +10,  Investigation  +7,  Perception  +6 \n'b' Damage Vulnerabilities  lightning \n'b' Damage Resistances  cold, fire, psychic, thunder; bludgeoning, piercing, and slashing \n'b' Damage Immunities  disease, poison \n'b' Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned  \n'b' Senses   darkvision  120 ft., passive  Perception  16 \n'b' Languages  Common \n'b' Challenge  20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Density Control . The ghost machine can manipulate its density at will, turning as hard as diamond or incorporeal (or anywhere between) as a bonus action. While incorporeal the ghost machine takes no damage from nonmagical attacks and half damage from non-psychic energy damage. In addition, while incorporeal it can move through other creatures and objects as if they were  difficult terrain . The ghost machine takes 5 (1d10) force damage if it ends this effect inside an object. While incorporeal the ghost machine\xe2\x80\x99s  Strength  score is reduced to 10. \n'b'  Evasion . When the ghost machine makes a  Dexterity  saving throw to reduce the damage of a spell or  attack , on a success it takes no damage and on a failure it takes half damage. \n'b'  Hyper Intelligent . The ghost machine has advantage on  Intelligence  checks and saving throws, and it possesses a perfect memory able to recall any event it has witnessed. \n'b'  Hyper Strength . The ghost machine has advantage on  Strength  checks and saving throws, and its carrying capacity is multiplied by 20 (6,600 pounds). \n'b'  Legendary Resistance (3/Day) . If the ghost machine fails a saving throw, it can choose to succeed instead. \n'b'  Magic Resistance . The ghost machine has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The ghost machine\xe2\x80\x99s weapon attacks are magical. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The ghost machine attacks five times with any combination of unarmed strikes and energy beams. It can replace any two attacks with a Phasing Strike. \n'b'  Unarmed .  Melee Weapon Attack : +12 to hit, reach 5 ft., one target.  Hit : 24 (4d8+6) bludgeoning damage. \n'b'  Phasing Strike .  Melee Weapon Attack : +12 to hit, reach 5 ft., one target.  Hit : The target makes a DC 18  Constitution  saving throw with disadvantage or becomes incorporeal with the ghost machine. As a bonus action, the ghost machine can end the target\xe2\x80\x99s incorporeality, causing it to become corporeal while inside of an object and dealing 65 (10d12) force damage (escape DC 18). \n'b'  Energy Beam .  Ranged Weapon Attack : +12 to hit, range 100/500 ft., one target.  Hit : 24 (4d8+6) force damage. \n'b'\n'b' REACTIONS \n'b'\n'b'  Instinctive Phase (Recharge 4\xe2\x80\x936) . When the ghost machine would be damaged by an  attack  or spell it can use its  reaction  to reduce density and turn incorporeal. \n'b'\n'b' ABOUT \n'b' There is practically nothing known about ghost machines save that they are terrifying in their precision, lethality, and persistence\xe2\x80\x94the first appearance of one of these automatons is rarely the last, and few realize when it returns until far too late.'