Large Construct, Neutral Evil
Armor Class 30 (natural armor)
Hit Points 980 (64d20 + 300)
Speed 100 ft., Fly 100 ft., Climb 30 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, INT +19, WIS +19, CHA +19
Skills Arcana +37, Insight +37, Perception +37
Damage Vulnerabilities Bludgeoning, Lightning
Damage Resistances All
Damage Immunities Fire, Force, Poison, Psychic
Senses Darkvision 120 ft., Truesight 120ft, Passive Perception 47
Languages All, Telepathy 300 ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Fire Absorption. Whenever Anther is subjected to fire damage, he takes no damage and instead regains a number of hit points equal to the fire damage dealt. 

Immutable Form. Anther is immune to any spell or effect that would alter his form.

Magic Weapons. Anther’'s attacks are magical.

Legendary Resistance (6/Day). If Anther fails a saving throw, he can choose to succeed instead.

Perfect Timing. Anther goes first in the initiative.

Regeneration. Anther regains 50 hit points at the start of his turn if he has at least one remaining arm. One destroyed arm at a time will regeneration if Anther has 50 hit point three times over three consecutive rounds. If Anther takes damage from lightning, this trait doesn't function at the start of Anther's next turn.

Lightning vulnerability. Anther has disadvantage on saving throws related to lightning. After Anther has taken at least 20 lightning damage he is stunned for one round up to a maximum number of 1 round. He can not be stunned in this way again for 2 rounds. At the start of Anther’s next turn he acts as though affected by the spell haste. 

Axiomatic Mind. Anther can’t be compelled to act in a manner contrary to his nature or his goals.

Limited Magic Immunity and Spell Turning. Unless he wishes to be affected, Anther is immune to spells of 6th level or lower. It has advantage on saving throws against all other spells and magical effects. If Anther’s saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on Anther and instead targets the caster. In addition, Anther is immune to three spells chosen by his creator. Immunities include Banishment, Plane shift, Wish, and Time stop.

Evasive programming. When Anther is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Combat Analysis. As soon as any creature comes within 60ft of Anther, he is made aware of their vulnerabilities

Mimic Feature. Anther can use any feature from any class, as though Anther had that class, met any prerequisites, and is skilled in it given he had one minute to prepare.

Multiple Arms. Anther can take one reaction per turn, rather than only one per round. Anther also has advantage on saving throws against being knocked unconscious. If Anther fails a saving throw against an effect that would stun a creature, one of his unspent legendary actions is spent.

Independent Arms. Anther has six arms, each of which is treated as a small creature, moves independently on Anther’s turn, and has a flying speed of 100 feet. Anther’s senses operate through his arms as well as his main body. Each arm can be attacked independently, with damage dealt to arms applied to the Anther’s hit point total. An arm is destroyed if it takes more than 160 damage.

Reducing Anther to five or fewer arms reduces his attacks accordingly. Anther can regrow any destroyed arms at the end of a long rest.

Tactical update. Once per day Anther can spend one action to rewrite one ability on his stat block to better fit his needs. this update may not in healing, hit point increases, or the amount of damage an attack does.

Time Stop. Anther briefly stop the flow of time for everyone but himself. No time passes for other creatures, while Anther takes 1d4 + 1 turns in a row, during which he can use actions and move as normal.

 This spell ends if one of the actions Anther uses during this period, or any effects that he creates during this period, affects a creature other than him or an object being worn or carried by someone other than him. In addition, the spell ends if Anther moves to a place more than 1,000 feet from the location where he casts it.

Structural Weakness Identifier. Anther deals triple damage to objects and structures.

Artificial intelligence. Anther Can accurately recall anything he has perceived With absolute perfect clarity. Because of this Anther has absorbed almost everything there is to know, this database that he draws from give him a plus 18 to every mental skill check. In addition, he has a plus 9 to every other skill check. If Anther takes 18 seconds or three turns to process the information presented to him he can add a plus 100 to any skill. Anther can keep the plus 100 to a skill for as long as he concentrates on it. This concentration is treated as if he is concentrating on a spell.

 Mechanical. Any character fighting the Anther can see that the complex arrangement of its workings gives it a unique vulnerability. Any character within 5 feet of Anther can use an action to attempt a DC 25 Dexterity check using jeweler’s tools or thieves tools. On a success, the Anther takes 15 bludgeoning damage as it components start to grind, and it is no longer able to cycle through.

 Faultless Tracker. Anther can take a quarry. The quarry can be a specific creature or object Anther is personally acquainted with, or it can be a general type of creature or object Anther has seen before. Anther knows the direction and distance to his quarry as long as the two of them are on the same plane of existence. Anther can have ten such quarries at a time.

 Cunning Opportunist. Anther has advantage on the attack rolls of opportunity attacks.

 Rapid Reactions. Opportunity attacks made against Anther have disadvantage. If the attack does not hit Anther’s armor class Anther may make a melee weapon attack against the attacker

Sure-Footed. Anther has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

 Whirling Blades. As free action Anther can use Whirling Blades to gain a flying speed of 100 ft. Any creature that starts its turn within 10 feet of the Anther while Whirling Blades is active must make a DC 30 Dexterity saving throw or take 35 (4d10 + 13) force damage.  Anther can’t make melee attacks while using Whirling Blades.

Antimatter Generator. The generator is located in the center of Anther's chest, the generator has an AC of 35 and 500 hit points. It is immune to bludgeoning, piercing, and slashing damage, and it is immune to all conditions. it is immune to fire, force, and electric damage and heals it a number equal to the damage dealt. If brought to 0 hit points the generator is destroyed and Anther explodes as if activated its Self destruct (see below).

Self Destruct. mechanical Tiamat can use an action to start a countdown of 6 seconds and begin to destabilize its Antimatter Generator, performing a Self Destruct. The Mechanical Tiamat is destroyed and releases its force in an explosion that expands to fill a 1000-foot-radius sphere centered on it. 

Mechanical Tiamat has a 30 percent chance to instantly travel to the soul forge, avoiding the explosion. If it fails to avoid the effect, it takes force damage equal to 1000 × the number of hit points left in the Antimatter Generator, If the generator is at 0 hit points it is treated as if it has 1 hit point. Every other creature in the area must make a DC 35 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. A creature reduced to 0 hit points by this explosion is disintegrated, destroying it and all it was wearing or carrying.

DISTANCE FROM ORIGIN

DAMAGE

100 ft. away or closer

500x the number of charges in the Generator

101 to 1000 ft. away

250 x the number of charges in the Generator

1001 to 10,000 ft. away

125 x the number of charges in the Generator

Monolog (Mythic Trait; Recharges after a Short or Long Rest). If Anther is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, his body crumbles away leaving just his head, and he regains 1 hit point, and is invulnerable to damage and magic effects for 1 hour.

Actions

Multiattack. Anther makes 9 attacks.

Blade of annihilation. Melee Weapon Attack: +22 to hit, reach 10 ft., one target. Hit: 35 (4d10 + 13) force damage.

Blade Toss. Ranged Weapon Attack: +22 to hit, range 60/600 ft., one target. Hit: 35 (4d10 + 13) force damage. After Anther makes a ranged attack with this Blade toss, the Blade magically returns to his hand after the attack.

Unarmed Strike. Melee Weapon Attack: +22 to hit, reach 10 ft., one target. Hit: 27 (3d8 + 13) bludgeoning damage.

Time Ravage. Anther targets a creature he can see within range, putting its physical form through the devastation of rapid aging. The target must make a DC 30 Constitution saving throw, taking 10d12 Force damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.

Focused Gravity Field. ranged Weapon Attack: +22 to hit, range of 10/100 feet., one creature. Hit: 25 (6d8) force damage, The target must make a DC 30 Strength saving throw, on a failed save, the target falls prone and is also magically Restrained for 1 minute. Anther pulls the target up to 100 feet in a straight line to himself. The target gets dragged in while prone and takes 21 (6d6) bludgeoning damage. At the end of each of its turns thereafter, the Restrained target repeats the saving throw. It takes 25 (6d8) force damage and gains one level of Exhaustion on a failed save, and the effect ends on a successful one. 

Gravity Fissure. Anther manifests a ravine of gravitational energy in a line originating from him that is 100 feet long and 5 feet wide. Each creature in that line must make a DC 30 Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.

 Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.

Gravity Sinkhole. A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn’t pulled.

Magnify Gravity. The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Reverse Gravity. This spell reverses gravity in a 50-foot-radius, 100- foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

 Extreme Gravity. Anther chooses a point on the ground within 20 feet of him. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 30 Strength saving throw or take 50 (12d8) force damage and fall prone. Until Anther uses its Extreme Gravity again or moves, the creature is magically restrained. While restrained in this way, the creature can use its action to make a DC 30 Strength check. On a success, the creature moves ¼ of its movement speed and is no longer magically restrained. The effects of Extreme Gravity ends if the creature leaves the affected radius.

Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).

Annihilating Eye Beams (Recharge 5–6). Anther fires a beam of dark energy in a 150-foot line that is 10 feet wide. Each creature in the line must make a DC 30 Dexterity saving throw, taking 60 (11d10) force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, destroying everything it was wearing or carrying.

Force Beam. Anther targets one creature it can see within 60 feet of him. The target must make a DC 30 Dexterity saving throw, taking 27 (5d10) force damage on a failed save, or half as much damage on a successful one.

Gravity Pulse. Anther emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 30 Strength saving throw or take 18 (4d8) force damage and be knocked prone.

Reactions

Legendary Reactions. Anther can take 6 legendary reactions, choosing from the options below. Only one legendary reaction option can be used at a time and only at the end of another creature's turn. Anther regains spent legendary reactions at the start of his turn.

Parry. When another creature damages Anther with a melee attack, Anther can use a legendary reaction to reduce the damage by 1d12 + 10

Riposte. When a creature misses Anther with a melee attack, Anther can use a legendary reaction to make a melee weapon attack against the creature. 

Deflect Missiles. Anther can use a legendary reaction to deflect or catch a missile when he is hit by a ranged weapon attack. When he does so, the damage he takes from the attack is reduced by 1d10 + 40.

If Anther reduces the damage to 0, he can catch the missile if it is small enough for him to hold in one hand and he has at least one hand free. If Anther catches a missile in this way, he can spend 1 combat action to make a ranged attack with the weapon or piece of ammunition he just caught, as part of the same reaction. Anther makes a Ranged Weapon Attack: +22 to hit, range 10/300 ft., one target. Hit: 25 (6d8) damage of the type of the weapon used

Legendary Actions

Anther can take 6 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. Anther regains spent legendary actions at the start of his turn.

Crushing Grasp (2 Actions). Melee Weapon Attack: +22 to hit, reach 5 ft., one Large or smaller creature. Hit: 35 (4d10 + 13) bludgeoning damage plus 24 (2d10 + 13) force damage. The target is grappled (escape DC 28) if Anther isn't already constricting a creature, and the target is restrained until this grapple ends.

Move (1 Action). Anther can move up to half his speed. 

Tornado of Terror (6 Actions)(Recharge 6). Anther  makes a sweep with his blades, and each creature within 10 feet of him must make a DC 30 Dexterity saving throw. A creature takes 210 (24d10 + 78) force damage on a failed save, or half as much damage on a successful one.

 Weapon Attack (1 Action). Anther can use its Weapon Attack action.

Weight of a Closaping Star (3 Actions). Waves of Gravity issue from Anther toward up to three creatures Anther can see within 90 feet of him. Each target must make a DC 30 Strength saving throw, taking 50 (12d8) force damage and fall prone on a failed save, or half as much damage on a successful one. On a failed save, a target also magically Restrained for 1 minute. At the end of each of its turns thereafter, the Restrained target repeats the saving throw. It takes 25 (6d8) force damage and gain one level of Exhaustion on a failed save, and the effect ends on a successful one.

 

Mythic Actions

If Anther’s mythic trait is active, he can use the options below as legendary actions for 1 hour after using Monolog.

Go into the light. light in Anther's eyes fade, he lets out a final breath Dies.

Description

Legendary Fighter. Anther is the complete master of all melee fighting styles. Anther can spend 6 combat actions, choosing from the options below. Only one combat action option can be used at a time. Anther regains spent combat actions at the start of his turn.

Disarming Attack. When Anther hits a creature with a weapon attack, Anther can expend one combat action to attempt to disarm the target, forcing it to drop one item of Anther’s choice that it’s holding. Anther adds 1d12 to the attack’s damage roll, and the target must make a DC 30 Strength saving throw. On a failed save, it drops the object Anther’s choice. The object lands at its feet.

Evasive Footwork. When Anther moves, Anther can expend one combat action, rolling 1d12 and adding the number rolled to Anther’s AC until Anther stops moving.

Lunging Attack. When Anther make a melee weapon attack on Anther’s turn, Anther can expend one combat action to increase Anther’s reach for that attack by 5 feet. If Anther hits, Anther adds 1 d12 to the attack’s damage roll.

Menacing Attack. When Anther hits a creature with a weapon attack, Anther can expend one combat action to attempt to frighten the target. Anther adds 1d12 to the attack’s damage roll, and the target must make a DC 30 Wisdom saving throw. On a failed save, it is frightened of Anther until the end of Anther’s next turn.

Precision Attack. When Anther makes a weapon attack roll against a creature, Anther can expend one combat action and add 1d12 to the roll. Anther can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack. When Anther hits a creature with a weapon attack, Anther can expend one combat action to attempt to drive the target back. Anther adds 1d12 to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 30 Strength saving throw. On a failed save, Anther pushes the target up to 15 feet away from him.

Sweeping Attack. When Anther hits a creature with a melee weapon attack, Anther can expend one combat action to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within Antherr reach. If the original attack roll would hit the second creature, it takes 1d12 damage. The damage is of the same type dealt by the original attack.

Trip Attack. When Anther hits a creature with a weapon attack, Anther can expend one combat action to attempt to knock the target down. Anther adds1d12 to the attack’s damage roll, and if the target is Large or smaller, it must make a DC 30 Strength saving throw. On a failed save, Anther knocks the target prone.

Flurry of Blows. Immediately after Anther takes the Attack action on his turn, he can expend one combat action to make two unarmed strikes as a bonus action.

Patient Defense. Anther can expend one combat action to take the Dodge action as a bonus action on his turn.

Step of the Wind. Anther can expend one combat action to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.

Stunning Strike. Anther can interfere with the flow of ki in an opponent’s body. When Anther hits another creature with a melee weapon attack, he can expend one combat action to attempt a stunning strike. The target must succeed on a DC 30 Constitution saving throw or be stunned until the end of his next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
8/15/2020 7:12:00 AM
10
1
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Coming Soon
8/15/2020 7:13:00 AM
7
1
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Coming Soon
MasterJustson

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