Huge Construct, Unaligned
Armor Class 19 (natural armor)
Hit Points 345 (30d12 + 150)
Speed 20 ft.
STR
22 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
3 (-4)
WIS
15 (+2)
CHA
1 (-5)
Saving Throws STR +13, DEX +7, WIS +9
Skills Perception +9
Damage Vulnerabilities Lightning
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison, Psychic
Senses Truesight 60 ft., Passive Perception 19
Languages --
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Final Stand Mode (Mythic Trait; Recharges after a Short or Long Rest). If the destroyer is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it regains 300 hit points.

Immutable Form. The destroyer is immune to any spell or effect that would alter its form.

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

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

Regenerating Shield. The destroyer gains 30 temporary hit points at the start of each its turns.

Unstable Core. When the destroyer takes lightning damage, creatures within 15 feet of it take 13 (2d12) lightning damage.

Actions

Multiattack. The destroyer makes three attacks with its arcane gatling and it uses empower shield if available.

Arcane Gatling. Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 28 (8d6) force damage.

Disruption Cannon. The destroyer fires an explosive charge at a point it can see within 90 feet. Creatures within 15 feet of the point must succeed on a DC 19 Strength saving throw or take 33 (6d10) force damage and are pushed up to 20 feet away from the center, taking half damage on a successful save and they aren't pushed.

Empower Shield (Recharge 5-6). The destroyer's AC is increased by 1d4 and its regenerating shield  reflects ranged attacks back at the attacker until the start of the destroyer's next turn or until it loses its temporary hit points.

Bonus Actions

Teleportation Engine (Recharge 5-6). The destroyer teleports to an unoccupied space it can see within 60 feet.

Reactions

Emergency Aegis. The destroyer adds 5 to its AC against one melee attack that would hit it. To do so, the destroyer must see the attacker.

Legendary Actions

The destroyer 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 destroyer regains spent legendary actions at the start of its turn.

Reposition. The destroyer moves up to its movement speed without provoking opportunity attacks. 

Charge Teleportation Engine (Costs 2 Actions). The destroyer uses teleportation engine. 

Overdrive Shield (Costs 3 Actions). The destroyer immediately recharges empower shield and the next AC boost increases to 1d6.

Mythic Actions

If the destroyer’s mythic trait is active, it can use the options below as legendary actions, as long as it has temporary hit points from Final Stand Mode.

Arcane Gatling. The destroyer makes one attack with its arcane gatling.

Disruption Cannon (Costs 2 Actions). The destroyer makes one attack with its disruption cannon.

Apollo_Lightbearer

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