Huge Construct, Unaligned
Armor Class 18 Natural
Hit Points 312 (20d20 + 5)
Speed 60 ft.
STR
26 (+8)
DEX
16 (+3)
CON
20 (+5)
INT
24 (+7)
WIS
8 (-1)
CHA
8 (-1)
Saving Throws STR +14, INT +13
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 13
Languages Common understands
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Innate Spellcasting. The arcanic guardian's spellcasting ability is Intelligence (spell save DC 20). The arcanic guardian can innately cast the following spells, requiring no material or somatic components: 
At will: shield, magic missile 
3/day each: mind spike, moonbeam, counterspell
1/day: chain lightning

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

Magic Resistance. The Guardian has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Guardian's weapon attacks are magical.

Actions

Multiattack. The Guardian makes two tentacle attacks and one force beam attack. 

Tentacle. Melee weapon attack:  +13 to hit,  reach 30ft., one target. Hit 22(3d8+8) Bludgeoning damage.

Force Beam. The Guardian targets one creature it can see within 120 feet of it. The target must make a DC 18 Dexterity saving throw, taking 55 (10d10) force damage on a failed save or half as much damage on a successful one.

 

Legendary Actions

 The arcanic guardian can take 3 legendary actions choosing from the options below. Only one legendary action can be taken at a time and only at the end of another creature's turn. The arcanic guardian regains spent legendary actions at the start of its turn.
Teleport. The arcanic guardian magically teleports up to 120 feet to an unoccupied space it can see.
Reactive Missile. The arcanic guardian casts magic missile at the creature who just ended it's turn.

Habitat: Urban

Apocalyptoid

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