Legendary Resistance (4/Day). If the construct fails a saving throw, it can choose to succeed instead.
Anti-Magic Gaze. The large light blue arcane eye within the head of the construct creates an anti-magic cone with a reach of 60-feet that is widest at 15-feet.
Spellcasting. The construct has spells built into its various mechines (spell save DC 19, +12 to hit with spell attacks). The following spells may be cast a number of times per day and originate from a certain body part:
1st: Detect Magic (x5)(Eye), Fog Cloud (x2)(Chest)
2nd: Absorb Elements (x1)(Chest), Scorching Ray (x3)(Left Hand)
3rd: Call Lightning (x3)(Right Hand), Dispel Magic (x2)(Right Foot), Fireball (x5)(Left Hand)
4th: Banishment (x2)(Right Finger), Hallucinatory Terrain (x1)(Left Finger), Wall of Fire (x1)(Left Foot)
5th: Call Lightning (x2)(Right Hand), Cone of Cold (x2)(Chest), Counterspell (x3)(Left Finger), Dispel Magic (x2)(Right Foot), Hellfire (x1)(Left Foot), Maelstrom (x1)(Chest)
6th: Chain Lightning (x1)(Right Hand), Dominate Person (x1)(Right Finger), Fireball (x4)(Right Hand)
7th: Counterspell (x2)(Left Finger), Dispel Magic (x1)(Right Foot)
8th: Scorching Ray (x2)(Right Hand)
9th: Fireball (x1)(Right Hand), Power Word Kill (x1)(Right Finger)
Multiattack. The construct can make three attacks: one attack spell (5th or below) followed by two melee attacks, one axe and one blade.
Armblade Axe. Melee Weapon Attack: +18 to hit, reach 15 ft., One target. Hit: 24 (3d8 + 12) slashing damage.
Armblade Blade. Melee Weapon Attack: +18 to hit, reach 15 ft., Two targets within five feet of each other. Hit: 20 (2d8 + 12) slashing damage.
Armbow. RangedWeapon Attack: +10 to hit, range 100/400 ft., One target. Hit: 11 (2d6 + 5) piercing damage.
Arcane Strike. Spell Casting: Cast a spell
Steam (Recharge 4–6). The construct expels steam in a 90-foot cone from its chest. Each creature in that area must make a DC 25 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.
Stomp Attack. Melee Attack: +18 to hit, reach 5 ft., One medium or smaller creature. Hit: 48 (8d8 + 12) bludgeoning damage.
Crush Attack. Melee Attack: +24 to hit, reach touch, A creaure it is currently holding. Hit: 95 (26d6) bludgeoning damage.
The construct 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 construct regains spent legendary actions at the start of its turn.
Slam Attack. The construct slams its hands against the ground, all creatures within a 90-foot radius must make a DC 15 Strength saving throw or be knocked prone.
Steam Attack. The construct may make a steam attack.
Grab Attack (Costs 2 Actions). The construct reaches down and grabs a medium or larger creature within its hands. The creature must succeed on a DC 16 Dexterity saving throw or be restrained.
Description
A massive construct reaching 57 feet tall and weight 25 tons. Made of large plates of solid bronze with arcane and clockwork devices within, this creation is ancient and unknown. It's right arm has an attached axehead that appears to extend at will, similarlly the left arm had a long blade. There are ports on each arm for built in spells to be cast. The head holds a singular light blue arcane eye, the light of this eye is an antimagic field reaching 60 ft long and 15 ft wide. There is a vent on the chest that appears to slowly puff out steam and coils on the right arm that often hand bolts of arcane energy jumping between them.
Due to limits in DnD Beyond the Strength score should be 34 and the Constitution should be 38
Lair and Lair Actions
Once part of an ancient and powerful magic nation, now long forgotten. This is clearly some sort of highly advanced magical workshop for the purpose of working on the giant figure against the wall. Whether or not that massive creation was finished is unknown but the workshop is filled with random magical supplied, metal parts, workbenchs, and random clockwork devices. One of these devices is a massive anvil and hammer, that was clearly used to form the bronze plating on the giant, next to a massive furnace, and large pool of water. There is a small protected area, by both magic and physical means, containing books, scrolls, and note related to the work done here. The language of these writtings is an ancient form of dwarven with a history and base intelligence check it can be identified and slowly translated. Other locations of note within the lair are smaller workbenchs used to make magical clockwork devices, assumably for the interior of the giant, next to which are several chests filled with the DM's choice of magical items, treasure, materials, or otherwise. The giant takes up majority of one of the walls of the lair and is currently held in place by chains. There is also scaffolding around the giant that is partially fallen that was clearly used for construction.
Lair Actions
On initiative count 10 (losing initiative ties), the construct takes a lair action to cause one of the following effects; the construct can’t use the same effect two rounds in a row:
- The forge fires up and begins to hammer. All creatures within a 90-foot sphere must make a DC 20 Constitution saving throw (concentration) or lose concentration on any spells or abilities requiring concentration. Additionally, any creature who succeeded or uses a new ability that requires concentration has disadvantage on any concentration checks until the next lair actions. Any creatures that are deafened are immune to this effect.
- The forge cures the metal it was hammering by plunging the red hot plate into the large pool of water. This causes a massive cloud of steam to fill the room. Until the next lair action any ranged attacks, including spells, have disadvantage. Additionally, any creature within five feet of the pool of water must make a DC 15 Dexterity saving throw or take 21 (6d6) fire damage.
- The metal plate is then placed in the pile of other forged plates. Any creatures standing under where the plate lands take 14(4d6) bludgeoning damage, 14(4d6) fire damage, and are considered prone and grappled. They must then spend their next turn climbing out from under the plate by succeeding a DC 15 Athletics(Strength) check.
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