b'Retriever \n'b'  Huge   construct ,  chaotic evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  170 (20d12 + 40)  Speed  50 ft., climb 30 ft.\n'b' STATS STR: 21 (+5) DEX:  16 (+3)  CON:  15 (+2)  INT:  3 (-4)  WIS:  11 (+0)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Perception  +10  Damage Immunities  necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  120 ft., passive  Perception  20  Languages  understands the languages of its creator but can\xe2\x80\x99t speak  Challenge  13 (10,000 XP) \n'b' Special Traits \n'b'   Spider Climb . The retriever can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'  Web Sense . While in contact with a web, the retriever knows the exact location of any other creature in contact with the same web. \n'b'  Web Walker . The retriever ignores movement restrictions caused by webbing. \n'b'  Actions \n'b'   Multiattack . The retriever makes three attacks: one with its bite and two with its claws. \n'b'  Bite .  Melee Weapon Attack : +10 to hit, reach 15 ft., one target.  Hit : 9 (1d8 + 5) piercing damage, and the target must succeed on a DC 17  Constitution  saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. \n'b'  Claws .  Melee Weapon Attack : +10 to hit, reach 15 ft., one target.  Hit : 15 (3d6 + 5) slashing damage. \n'b'  Eye Rays . The retriever\xe2\x80\x99s eyes produce four different magical rays, each of which can only be used once every four rounds. The retriever can only fire a single ray each round, choosing one target it can see within 90 feet of it: Cold Ray. The targeted creature must succeed on a DC 15  Dexterity  saving throw, taking 36 (8d8) cold damage on a failed save, or half as much on a successful one. \n'b'  Fire Ray . The targeted creature must succeed on a DC 15  Dexterity  saving throw, taking 35 (10d6) fire damage on a failed save, or half as much on a successful one. \n'b'  Lightning Ray . The targeted creature must succeed on a DC 15  Dexterity  saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much on a successful one. \n'b'  Petrification Ray . The targeted creature must succeed on a DC 15  Dexterity  saving throw. On a failed save, the creature magically begins to turn to stone and is  restrained . It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is  petrified  until freed by the  greater restoration  spell or other magic.'