Large Aberration, Any Evil Alignment
Armor Class 16 (natural armor)
Hit Points 145 (16d10 + 80)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
17 (+3)
INT
20 (+5)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws CON +9, INT +11, CHA +10
Skills Arcana +12, History +12, Insight +9, Perception +9
Damage Vulnerabilities Fire
Damage Resistances Lightning, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Common plus up to five other languages
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (1/Day). If the Architect fails a saving throw, it can choose to succeed instead.

Spellcasting. The Architect is an 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +8 to hit with spell attacks). The Architect has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

3rd level (3 slots): counterspell, dispel magic, fireball

4th level (3 slots): blight, dimension door

5th level (3 slots): cloudkill, scrying

6th level (1 slot): disintegrate, globe of invulnerability

7th level (1 slot): finger of death, plane shift

8th level (1 slot): dominate monster, power word stun

Actions

Mesmerizing Aura.  Spell Attack: +8 to hit, reach 30 ft., all creatures.  The target must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  Should the target fail three times in a row, including the initial save, it becomes permanently charmed and essentially a minion of the Architect.

Legendary Actions

The Architect 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 Architect regains spent legendary actions at the start of its turn.

Cantrip. The Architect casts a cantrip.

Paralyzing Gaze (Costs 2 Actions). The Architect fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 15 Wisdom saving throw against this magic or become paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Architect's gaze for the next 24 hours.

Drain Life (Costs 3 Actions). Each living creature within 20 feet of the Architect must make a DC 15 Constitution saving throw against this magic, taking 16 (4d6) psychic damage on a failed save, or half as much damage on a successful one.

Description

The Architect appears as a very tall humanoid, always wearing long robes or cloaks.  It has a faint yellowish cast to its skin and it's eyes appear to be reflective silvery orbs.  It may use a gaeas of part of it's innate charm ability to reduce the effect of its physical appearance.

The Architect is the physical manifestation of the entity known as the Splinter, also referred to as the Maker's Spawn.  It is an extraterrestrial creature which exists by dominating and then consuming all life and intellectual energy of a world.  It has no interest in non-sentient beings (plants, animals, undead) as none of their life force is coupled with intellect.  

Lair and Lair Actions

Architect's Lair

The Architect's lair is near the Splinter which spawned it.  Although the Splinter acts similarly to a lich's phylactery, it is essentially a focus of life and intellectual energy.  The Architect seeks to consume the entire locality with it's draining powers and convert itself into a Maker.  This horrific entity will then seek to consume an entire world's life and intellectual energy before returning to its journey through the cosmos in search of new prey.

The Architect encountered in its lair has a challenge rating of 22 (41,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the Architect can take a lair action to cause one of the following magical effects; the Architect can’t use the same effect two rounds in a row:

  • The Architect rolls a d6 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • The Architect calls forth the constructs of the creatures consumed by the Splinter.  These creatures arise at a rate of 1d4 per round, up to a total of 20.  They attack all creatures within 60 feet of the Architect. The creatures exist until destroyed.  This action may be taken once per day.
J3P

Comments

Posts Quoted:
Reply
Clear All Quotes