Gargantuan Construct (Angel, Titan), Chaotic Good
Armor Class 25 Natrual Armour
Hit Points 585 (30d20 + 270)
Speed 60 ft., Fly 120 ft. Hover
STR
30 (+10)
DEX
20 (+5)
CON
30 (+10)
INT
26 (+8)
WIS
26 (+8)
CHA
26 (+8)
Saving Throws STR +18, DEX +13, WIS +16
Skills Arcana +17, Perception +26, Religion +17
Damage Resistances Acid, Cold, Fire, Force, Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine; Bludgeoning, Piercing, and Slashing from Magic Weapons, Ranged Attacks
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Darkvision 240 ft, Truesight 120 ft, Passive Perception 36
Languages Celestial, Common, Draconic, Dwarvish, Elvish
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Innate spellcasting (3/day). Alekhine can innately  cast Divine Word (Spell Save DC  26) his spellcasting ability is charisma.

Legendary resistance (5/day). If Alekhine fails a saving throw he can choose to succeed it instead.

Magical Weapons. Alekhine's weapon attack counts as magical damage

Limited Magic Immunity. Alekhine has advantage on saving throws against all spells and magical effects.

Actions

Multiattack. Alekhine can use his Frightful Presence. He then makes three attacks two with his Blade and one with his Visor ray.

Blade. Melee Weapon Attack : +10 to hit, reach 60 ft, one target. Hit 24 (6d8 slashing damage) + 12 (4d6 radiant damage)

Visor ray. Ranged Weapon Attack: + 10 to hit, reach 120 ft, one target. Hit 28 (7d8 fire damage)

Frightful Presence: Each creature of the Alekhine's choice that is within 120 feet of the Creature and aware of it must succeed on a DC 20 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Alekhine's Frightful Presence for the next 24 hours.

Legendary Actions

Alekhine has 4 legendary actions choosing the options below. only one legendary action can be used at a time and only at the end of another creatures turn. Alekhine regains spent points at the start of his turn.

 Arcus Cannon (Recharge 5-6) Alekhine fires arching lighting in a 120 ft line that is 10ft wide. Each creature in that line must make a DC 18 Dexterity saving throw or take 44 (8d10 lighting damage) on a failed save and halve as much on a successful one.

Holyians Wrath (Recharge 5-6) Alekhine fires from his chest plate a beam in a 40 x 40 ft cube. Each creature must make a DC 18 Dexterity check or take 46 (13d6 radiant damage) on a failed save or half as much on a successful one.

Description

This Creature is used in the Quest Dawning Of Light

The_Coded_D20

Comments

Posts Quoted:
Reply
Clear All Quotes