Large Construct, Lawful Neutral
Armor Class 22 (natural armor)
Hit Points 425 (34d10 + 238)
Speed 30 ft., Fly 60 ft., Climb 30 ft.
STR
22 (+6)
DEX
19 (+4)
CON
24 (+7)
INT
26 (+8)
WIS
20 (+5)
CHA
18 (+4)
Damage Resistances Cold, Fire, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft., Truesight 120ft, Passive Perception 10
Languages All languages
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Immutable Form. The Guardian of the CLOCKWORKHEART is immune to any spell or effect that would alter its form

Legendary Resistance (3/Day): If the Guardian of the CLOCKWORKHEART fails a saving throw, it can choose to succeed instead.

Spellcasting: The Guardian of the CLOCKWORKHEART is an 20th-level Spellcaster. Its Spellcasting Ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The Guardian of the CLOCKWORKHEART has the following Spells prepared:

• Cantrips (at will): Mage Hand, Prestidigitation, Mind Sliver
• 1st level (4 slots): Detect Magic, Magic Missile, Shield, Thunderwave
• 2nd Level (3 slots): Detect Thoughts, Hold PersonConcentration,Tasha's Mind Whip, Mirror Image
• 3rd Level (3 slots): Blinding SmiteConcentration,HasteConcentration, Dispel Magic, Fireball
• 4th Level (3 slots):Resilient SphereConcentration, Death Ward
• 5th Level (3 slots): Banishing SmiteConcentration, Steel Wind Strike
• 6th level (2 slot): Tenser’s TransformationConcentration, Globe of Invulnerability
• 7th level (2 slot):Crown of Stars, Forcecage
• 8th level (1 slot):Maddening DarknessConcentration, Dark Star
• 9th level (1 slot): Prismatic Wall

Actions

Multiattack. The guardian makes three demiblade attacks or two shinning orb attacks.

Demiblade. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 29 (5d8 + 6) Force damage.

Shinning Orb. Ranged Weapon Attack: +13 to hit, reach 120ft, one target. Hit: 36 (5d10+8) Radiant damage.

Pillars of Justice. (Must be on ground) The Guardian of the CLOCKWORKHEART creates up to a maximum six pillars of light from the ground within 120ft. If six pillars already exist the oldest pillar disappears The pillars are 10ft in diameter and are up to 50ft high. A creature caught in the pillar for the first time must beat a passive perception check of DC20 or be unable to fully dodge the pillar.

If the check is failed Each creature in that light must make a DC20 Con saving throw. On a failed save, a creature takes 40(8d8) radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell.

On a successful check, entering the pillar on your turn or on subsequent viewings of the attack the creatures caught in the light must make a DC20 Dex save or take 40(8d8) radiant damage and be blinded for 1 minute, a creature who succeeds the save takes no damage and isn't blinded. regardless of if the save is made or not the creature can chose to move out of the pillar.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

1/Day Prime Armageddon. (Lair only) The Guardian of the CLOCKWORKHEART causes a pillar to lowers 50 feet from the roof and 15 magic circles show up ten feet apart bellow the pillar. (An anti magic field will not stop the circles)

Armageddon. (Must be connected to pillar from Prime Armageddon) A beam of green energy 10 feet in diameter Guardian of the CLOCKWORKHEART's arm cannon, each magic circle it passes through halves the diameter of the beam until it reaches the size of a human hair. When it strikes the ground it blossoms into a sphere with a radius of 120 feet. Anything caught in the blast must make a DC20 Dex save or take 116(19d6+40) force damage, and be subject to the effects of the disintegrate spell. On a successful save they take half damage and are not subject to the disintegrate spell's effects.

Legendary Actions

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.

Dash. The Guardian of the CLOCKWORKHEART the dash action

Shinning Orb. The Guardian of the CLOCKWORKHEART makes a shinning orb attack

Demiblade. The Guardian of the CLOCKWORKHEART makes a Demiblade attack.

Cantrip. The Guardian of the CLOCKWORKHEART casts a cantrip

Warpbomb (Costs 2 Actions). The Guardian of the CLOCKWORKHEART teleports up to 30ft away and drops an orb of light in the spot where it was. At the start of the Guardian of the CLOCKWORKHEART's next turn the orb explodes in a 10ft radius sphere DC20 Con dealing 28 (4d12) radiant damage blinding the creature until the end of their next turn, half damage on a success and the creature is not blinded.

Pillars of Justice. (Costs 3 Actions). The Guardian of the CLOCKWORKHEART uses Pillars of Justice

Cast spell (Costs 3 Actions). The Guardian of the CLOCKWORKHEART casts a spell

 

CardGod278

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