Gargantuan Construct, Lawful Good
Armor Class 19 (natural armor)
Hit Points 33 (6d8 + 6)
Speed
STR
14 (+2)
DEX
1 (-5)
CON
13 (+1)
INT
20 (+5)
WIS
20 (+5)
CHA
15 (+2)
Skills History +5
Damage Vulnerabilities Necrotic
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft., Darkvision 120 ft., Truesight 120 ft., Passive Perception 6
Languages All --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Antimagic Susceptibility. The Cannon is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or become petrified for 1 minute.

Actions

Calamity Cannon.  It launches a beam of antimatter through a portal after 10 feet from the end of the barrel.  Anything that touches the beam takes 1,000 radiant damage and knocked prone, with accuracy that will hit anything without having to roll, similar to Magic Missile.  It takes 15 minutes to charge up, and once it is fired, it cannot be fired for another millennium unless manually reloaded by finding an Asthresis Crystal and a barrel of Antimatter, loading the antimatter into the chamber, which was behind the barrel, and put the Asthresis Crystal behind a panel on the top of the back of the barrel.

Legendary Actions

The Calamity Cannon can take 1 legendary action. Only one legendary action option can be used at a time, and will only gain another legendary action if a millennium has passed , or if manually reloaded by finding an Asthresis Crystal and a barrel of Antimatter, loading the antimatter into the chamber, which was behind the barrel, and put the Asthresis Crystal behind a panel on the top of the back of the barrel.

Calamity Cannon (Costs 1 Actions).  It launches a beam of antimatter through a portal after 10 feet from the end of the barrel.  Anything that touches the beam takes 1,000 radiant damage and knocked prone, with accuracy that will hit anything without having to roll, similar to Magic Missile.  It takes 15 minutes to charge up, and once it is fired, it cannot be fired for another millennium.

Description

A fully sentient, giant inter-plane antimatter cannon mounted at the highest point in Elysium.  It will only be used to stop something it believes to be a horrible problem, such as a rampaging Tarrasque or Acererak killing the nine gods.

Lord_Malnox