Gargantuan Construct, Lawful Neutral
Armor Class 22 Natural Armor
Hit Points 850 (85d20)
Speed 50 ft.
STR
26 (+8)
DEX
24 (+7)
CON
25 (+7)
INT
28 (+9)
WIS
28 (+9)
CHA
27 (+8)
Saving Throws INT +18, WIS +18
Skills Arcana +6, Insight +8, Perception +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Poisoned, Prone
Senses Truesight 300 ft, Passive Perception 20
Languages All, Telepathy 300 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Disintegration. If Primus dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Shapechanger. Primus can use its action to polymorph into a form that resembles a Medium humanoid, or back into its true form. Aside from its size, his statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.

Legendary Resistance (3/Day). If Primus fails a saving throw, he can choose to succeed instead.

The One and the Prime. Attack rolls against Primus of 3 and lower count as critical failures.

Innate Spellcasting. Primus's spellcasting ability is wisdom (spell save DC 21, +9 to hit with spell attacks). Primus can innately cast the following spells, requiring no components.                                                                                                                                      At Will: forecage, prismatic spray, regenerate, finger of death                                                 2/day each: gate, mass heal, prismatic wall, feeblemind                                                       1/day each: demiplane, power word kill, wish

Actions

Multiattack. Primus makes 1 attack with is right arm and 1 attack with his left arm.

Right Arm. Melee Weapon Attack: +14 to hit, reach 15 ft., 1 target. Hit: 100 (10d20) necrotic damage.

Left Arm. Ranged Weapon Attack: +14 to hit, range 100/150 ft., 3 targets. Hit: 70 (7d20) radiant damage. Primus summons 4 Secundi to assist him. He can only do this once until the secondi disperse.

Summon Secundi. Primus summons 4 Secundi to assist him. He can only do this once until the secondi disperse.

Legendary Actions

Primus can take 5 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. Primus regains spent legendary actions at the start of its turn.

Shadow. Primus attacks with its right arm.

Light. Primus attacks one creature with his left arm.

Imprison (Costs 2 Actions). Primus casts Forecage.

Description

Primus is the One and the Prime, lord of the modrons and ruler of mechanus.

Lair and Lair Actions

Primus is almost never seen outside of his energy pool within the depths of the Great Modron Cathedral, surrounded by strands of energy connecting him to every modron.

Lair Actions

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

  • A strand of energy lances out to three creatures within the cathedral, dealing 4d6 lightning damage and 3d6 psychic damage.
  • A trapdoor opens beneath a random creature in the cathedral except for primus, plunging them into a maze-like demiplane (as in the maze spell) for 1d4 rounds, or until they escape.
  • An earthquake shakes the ground around Primus (as in the earthquake spell).

Regional Effects

The Great Modron Cathedral is has a certain effect on those around it. which creates one or more of the following effects:

  • Monodrones appear at a rate of one every 2 rounds at random points in the cathedral.
  • While in the cathedral, Primus knows of all the activities in Mechanus.
  • While in the cathedral, primus gains 3d20 hit points at the start of each turn.

Monster Tags: Modron

Peledon

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