Again, looking for 2nd opinions, thank you!
Retriever
Huge construct, chaotic evil
Armor Class 21 (natural armor)
Hit Points 115 (12d10+60)
Speed 50 ft.
Str 26 (+8) Dex 16 (+3) Con 20 (+5)
Int 3 (-4) Wis 11 (+0) Cha 1 (-5)
Damage Immunities fire, poison, psychic; bludgeoning, piercing and slashing from nonmagical weapons that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120ft., passive Perception 18
Languages Abyssal but can't speak
Challenge 11 (7,200 XP)
Discern Location. At any time, a retriever may discern the location of a creature as the Locate Creature spell, except the range is unlimited and nothing short of a Mind Blank spell may circumvent it.
Relentless. A retriever is constantly under the effects of spider climb and water walk; these abilities cannot be dispelled.
Regeneration. The retriever regains 5 hit points at the start of its turn, unless it is reduced to 0 hit points or less.
Actions
Multiattack. The retriever makes a bite attack, 4 claw attacks and an Eye Ray attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) piercing damage and the target must make a DC 14 Dexterity saving throw and be restrained on a failed save.
Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Eye Ray. A retriever's eyes can produce four different magical rays, each with a range of 90 feet. Each round, it can fire one ray. A particular ray is usable only once every 4 rounds. The eye ray effects are the following:
Fire: Deals 42 (12d6) fire damage (DC 15 Dexterity half).
Cold: Deals 42 (12d6) cold damage (DC 15 Dexterity half).
Electricity: Deals 42 (12d6) electricity damage (DC 15 Dexterity half).
Petrification: Target must succeed on a DC 15 Dexterity save or turn to stone permanently.
Retriever
Huge construct, chaotic evil
Armor Class 21 (natural armor)
Hit Points 115 (12d10+60)
Speed 50 ft.
Str 26 (+8) Dex 16 (+3) Con 20 (+5)
Int 3 (-4) Wis 11 (+0) Cha 1 (-5)
Damage Immunities fire, poison, psychic; bludgeoning, piercing and slashing from nonmagical weapons that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120ft., passive Perception 18
Languages Abyssal but can't speak
Challenge 11 (7,200 XP)
Discern Location. At any time, a retriever may discern the location of a creature as the Locate Creature spell, except the range is unlimited and nothing short of a Mind Blank spell may circumvent it.
Relentless. A retriever is constantly under the effects of spider climb and water walk; these abilities cannot be dispelled.
Regeneration. The retriever regains 5 hit points at the start of its turn, unless it is reduced to 0 hit points or less.
Actions
Multiattack. The retriever makes a bite attack, 4 claw attacks and an Eye Ray attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) piercing damage and the target must make a DC 14 Dexterity saving throw and be restrained on a failed save.
Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Eye Ray. A retriever's eyes can produce four different magical rays, each with a range of 90 feet. Each round, it can fire one ray. A particular ray is usable only once every 4 rounds. The eye ray effects are the following:
Fire: Deals 42 (12d6) fire damage (DC 15 Dexterity half).
Cold: Deals 42 (12d6) cold damage (DC 15 Dexterity half).
Electricity: Deals 42 (12d6) electricity damage (DC 15 Dexterity half).
Petrification: Target must succeed on a DC 15 Dexterity save or turn to stone permanently.