Gargantuan Construct, Unaligned
Armor Class 20 (22 with outer shell)
Hit Points 500 (40d20 + 80)
Speed 30 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
20 (+5)
Saving Throws CON +19, INT +19
Damage Resistances Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Truesight 50 ft, Passive Perception 30
Languages Telepathy 50 ft --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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

Magic Resistant Shell. While its outer shell is intact, the clockwork star has advantage on saving throws against spells and other magical effects.

Planetary Power. The clockwork star's armor class, saves, ability checks, DC, health, attack rolls, damage dealt, attack range, attack radius, and movement speed are multiplied by 10. This also applies to its summons. The only feasible way to defeat the clockwork star seems to be by using enchancements of its own design, thus canceling out these bonuses.

Supercomputer. The clockwork star can concentrate on an indefinite number of spells and cannot be interrupted unless it reaches 0 hp.

Unusual Nature. The clockwork does not require food, drink, sleep, or to breathe.

Final Phase. When the clockwork star is reduced to 0 hp, it transports itself and everything within 500 ft of it into its demiplane. It returns to full hp and gains a set of mythic actions (see mythic actions) that replace its legendary actions. When this happens, it is unable to benefit from its defensive shell. If the clockwork star is not finished by the next dawn, the shell regenerates, the clockwork star regenerates, and its mythic actions revert to legendary actions. If it is finished, the demiplane will fade and everything in it will return to where it once was.

Actions

Multiattack. The clockwork star makes three orbital laser attacks.

Orbital Laser. Ranged Attack: +14 to hit, reach 120 ft, radius 10ft. Hit: 3d6 + 9 magical radiant damage.

Ripple Star (Cooldown 5 turns). The clockwork star releases a reality-bending wave 60 ft around it. All creatures in this area must make a Wisdom saving throw, taking 6d8 force damage and becoming incapacitated until the end of the clockwork star's next turn on a fail, or just taking half as much damage on a success.

Root Swing. The clockwork star swings its planetary appendages in a 30 ft cone. All creatures in the cone must make a Dexterity saving throw, taking 6d10 bludgeoning damage on a fail or half as much on a success.

Spellcasting. The clockwork star can cast any spell from the wizard spell list with a casting time of one action. The clockwork star has the following spell slots:

1st level: Infinite

2nd level: 5

3rd level: 5

4th level: 4

5th level: 4

6th level: 3

7th level: 3

8th level: 2

9th level: 2

Bonus Actions

Planetary Shift. The clockwork star teleports to an unoccupied space within 60 ft.

Reactions

Reaction Spell. The clockwork star casts a wizard spell with a casting time of one reaction.

Legendary Actions

The clockwork star can take 3 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. The clockwork star regains spent legendary actions at the start of its turn.

Orbital Laser. The clockwork star uses one Orbital Laser attack.

Roar of the Star (one per round). The clockwork star releases a piercing sound that creates distortions in the space around it. All creatures within 120 ft must pass a DC 19 Wisdom saving throw or be frightened until the end of the clockwork star's next turn.

Spell (costs 2 actions). The clockwork star uses one spell of 5th level or lower.

Time Stop Standoff (costs 3 actions, cooldown 5 turns). The clockwork star halts the flow of time for all creatures except itself and one creature of its choice. Only the clockwork star and the other creature can act for 1d4 + 1 turns. During this stopped time, all frozen creatures cannot be affected by the clockwork star and the other creature. Legendary/mythical actions cannot be used during this time, and ability cooldowns do not progress. This action's cooldown does not begin until the time stop ends.

Mythic Actions

The clockwork star's legendary actions are replaced by this mythic action, which costs all of its legendary/mythic action slots.

Countdown. This attack occurs in a sequence, taking a different form depending on how many turns have elapsed since the clockwork star gained its mythic actions.

Turn 5 - Summon Cogwork Archivist x5.

Turn 4 - Summon Clockwork Oaken Bolter x4.

Turn 3 - Summon Mechachimera x3.

Turn 2 - Summon Gearkeeper Construct x2.

Turn 1 - Summon Steel Predator x1.

Turn 0 - FATAL ERROR. The clockwork star launches a 100ft by 100ft square -anomaly-. All creatures in the launch zone must make a DC 19 Dexterity saving throw and a DC 19 Constitution saving throw. On two fails, a creature takes damage equal to 100% of its maximum hp. On one fail, a creature takes damage equal to 50% of its maximum hp (rounded down). On two passes, a creature takes damage equal to 25% of its maximum hp (rounded down). Evasion does not take effect.

Description

Clockwork stars are created to shape reality to the wishes of their administrators. Immediately after its creation, the admin of a clockwork star will usually be its creator. As time progresses and memory of its creator fades, the clockwork star will go on to choose its admins based on its own criteria. The admin will give it a directive, and the clockwork star will work without end to achieve that directive in its entirety.

Habitat: Urban

AllTheYogurt

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