Legendary Resistance(3/day). If AI would fail a saving throw. They may choose to succeed instead.
Magic Resistance. AI has advantage on saving throws against magical spells or effects
Construct Master. Almost all constructs obey the AI without question.
Knowledge network. Knows everything that all allied constructs within 500ft know. AI can also see and talk through any of those constructs.
(Optional) Adaptive Spellcasting(8/day). It can cast any wizard spell it has been affected by, witnessed, or otherwise learned. The AI is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 29, +19 to hit with spell attacks)
Imbed. Burrows into a willing Construct of medium size or larger dealing 3d6 slashing damage to the construct. They are in full cover until the construct is destroyed. The Construct will obey every command from AI they share initiative.
Multiattack. Makes it Power Laser attack 3 times (2 when in a construct.)
Power Laser. Ranged Weapon Attack (Range 100/200 ft.) +15 to hit. On hit 8d8+8 lightning damage. Has +10 to hit and damage halved when in a construct.
Emergency Escape! (1/day) Casts Teleport or Plane Shift (For free.) Arrives at their target destination with 1 hitpoint.
EMPOWER (Recharge 6.) The construct AI is in gains an extra action and doubles its movement speed until the end of its turn.
Description
Holds the power to control the constructs of the world. AI shows its true strength through strategy. It is a CR 30 based on its knowledge and cunning.
Lair and Lair Actions
A large castle filled with traps, constructs, and an advanced security system. Every wall is covered in machinery of various purposes.
Lair Actions
On initiative count 20 (losing initiative ties), the [AI] takes a lair action to cause one of the following effects; the [AI] can’t use the same effect two rounds in a row:
- Electricity resonates throughout the castle. All constructs 4d4 hitpoints and non-constructs take half that much lightning damage rounded down.
- A door within one of the walls opens. Sending forth 1d4 Clockwork Soldiers (CR 1)
- Poison gas erupts from various pipes, all creatures within the castle must make a constitution saving throw dc 15 or become poisoned for 1d4 rounds.
Regional Effects
SELF DESTRUCT (Immediately after AI dies) A timer set for 2 minutes begins as many loud alarms blair and all constructs once controlled by AI flee in various directions. At the end of that timer. The building explodes in a 500ft radius. Everything within that radius takes 50d12 fire damage and 50d6 force damage. Subtract a dice from each for every 10ft they are from the epicenter. They are blasted out to the edge of the 500ft radius.
The region containing a legendary [AI]’s lair is [surrounded by an underground network of mechanical tendrils], which creates one or more of the following effects:
- Just below the surface there are mechanical roots looking very similar to tree roots slowly growing outwards.
- All plant's take on a metallic look over time... looking more and more like metal they serve as solar panels for the castle.
If the [AI] dies, the mechanics shut off immediately. But they still remain. (Whatever doesn't blow up at least.)
Previous Versions
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8/23/2022 5:28:52 AM
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43
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11/28/2022 1:46:16 PM
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44
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Coming Soon
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