Large Swarm of Large constructs, Unaligned
Armor Class 19 Natural
Hit Points 600 (2d6 + 3)
Speed
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
8 (-1)
WIS
20 (+5)
CHA
1 (-5)
Saving Throws STR +11, DEX +11
Damage Vulnerabilities Fire
Damage Resistances Acid, Force, Necrotic, Psychic, Slashing
Damage Immunities Cold, Lightning, Piercing, Poison
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Poisoned
Senses Passive Perception 18
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Special Trait Name.Low Melting point 

The guardian can heat themselves up by using activating a Rage Action, But that can also be used against them and will become Vulnerable 

Spellcasting. The Bismuth Knight is a 3-level spellcaster. Its spellcasting ability is 16 (spell save DC 2, +4 to hit with spell attacks). The Bismuth Knight has following Paladin spells prepared:
Cantrips (at will): Blinding Smite, Cure wounds 
3rd level (2 slots): [spell name], [spell name] 

Actions

Bismuth Short sword. melee weapon attack: +2 to hit, reach 10 ft., 1 target. Hit: 1 (1d4) Slashing damage.

 

Bismuth Shield. ranged weapon Attack: +0 to hit, range 20 ft., 3 target. Hit: 2 (1d4 + 2) Bludgeoning damage.

Reactions

Body Shift 

When Low Melting Point  is in play they can react to an oncoming attack (if they can get a  successful Perception If from behind and Acrobatics if the attack is strait forward) they can morph their body to avoid the attack

Description

So if you looked at my Bismuth heavy guard log you would know a little about the 83 Bi-Temple and how it basically comes from SPAC- [ Log data has been expunged ] 

So...I may have gone on a little tangent on how I LOVE SPACE but I actually have to write data on these files, so about the Bismuth Knights, they seem to be backup and maybe even front line soldiers while the Heavy Guards are used as an intimidation tactic and or defense, but the knights' history is pretty interesting due to them being too powerful for their own good for example they are only used in dire situations and when they are not in use they are put away because of an accident that has happened, when they where let to roam as they saw any citizen as an enemy and went hay wire as other knight chimed in; So "after use they are to be Turned off and to be put away" says the protocol for citizens who are elected to be part of the "Knight Care Unit" but one question I would want to ask is "How do you turn them off" but unfortunately I can't find anything about this.

Log date:

15/Flamerule/5065

Log created by: Johnson Callus (Your favorite researcher <3)

Original art by  Alpha Gamboa

 

Previous Versions

Name Date Modified Views Adds Version Actions
4/29/2021 12:56:01 AM
1
0
5e
Coming Soon
4/30/2021 8:17:56 PM
2
1
5e
Coming Soon

Monster Tags: Titanconstruct

Habitat: Urban

Just_Monica

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