Huge Construct, Chaotic Evil
Armor Class 17 Natural
Hit Points 225 (11d20 + 5)
Speed 40 ft.
STR
19 (+4)
DEX
19 (+4)
CON
25 (+7)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws INT +14, WIS +14, CHA +14
Skills Deception +24, History +14, Intimidation +14, Persuasion +24
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; All damage but Force, Radiant, and Psychic
Damage Immunities Acid, Cold, Necrotic, Poison
Senses Blindsight, Darkvision, Truesight, Unknown, Passive Perception 20
Languages all + Necrontyr
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Powers of the c'tan. This Creature knows the [Cosmic insanity] C’tan Power and one other C’tan Power selected from the Powers of the c'tan. At the end of it's movement, if this creature did not dash or disengage, that turn, it can use two of the C’tan Powers it knows. It cannot use the same C’tan Power more than once per turn.

(c'tan powers list)

Cosmic insanity. Select one enemy within 60ft of and visible to this C'TAN SHARD. Roll one d10 and add this C'TAN SHARD's CHR modifier to the result. the enemy creature then rolls a dc 20 WIS saving throw a successful roll means it takes half damage. That enemy Creature suffers 1 point of psychic damage for each point by which the die total exceeds its WIS score.

1. ANTIMATTER METEOR. This C'tan Shard gathers an orb of roiling antimatter, before hurling the crackling projectile into the midst of the foe. Roll one D6, adding 1 to the roll if this C'TAN SHARD is a TESSERACT VAULT: on a 3-5, the closest enemy unit that is within 120ft of and visible to this C'TAN SHARD takes 1d12 Radiant damage; on a 6+, that enemy unit suffers 1d12+6 Radiant damage.

2. TIME’S ARROW. Twisting the flow of causality and remolding temporal streams, this C'tan Shard erases its foe's existence from space and time. Select one enemy within 90ft of and visible to this C'TAN SHARD. Roll 1d20, with a +1 to the roll if this C'TAN SHARD is a TESSERACT VAULT: if the total equals or exceeds the hp of any models in that enemy Creature, That Creature dies.

3. SKY OF FALLING STARS. Savagely beautiful spheres of coruscating light plummet from the cold depths of space, growing to roaring bale-stars as they approach, then impacting with killing force. Select up to three enemy Creatures within 120ft of this C'TAN SHARD. For each of those Creatures, roll one D20: on a 1-19, That creature must make a DEX saving throw of dc 20 or take 2d20 fire damage, that creature dose not make a save and takes 40 fire damage if a 20 was rolled. If this C'TAN SHARD is a TESSERACT VAULT, that Creature takes 20 fire damage from this power, instead of 2d20.

4. COSMIC FIRE. At this C'tan Shard's gestured command, a pillar of black fire streaks down from the heavens to consume the foe. Roll one D20 for each enemy within a 15ft area within 80ft of this C'TAN SHARD: on a 15+, that creature takes 1d12 fire damage. If this C'TAN SHARD is a TESSERACT VAULT, that Creature takes 12 fire damage from this power, instead of 1d12.

5. SEISMIC ASSAULT. Stone fractures and ores melt as the C'tan Shard drags up tides of magma from deep below. Foes are plunged screaming into steam gushing vents as the land shatters beneath them, while tectonic shock waves hurl others from their feet with bone-breaking force. Select one enemy within 90ft of and visible to this C'TAN SHARD. Roll one D20 for that creature and all others within 10ft, with a +1 to the roll if this C'TAN SHARD is a TESSERACT VAULT: for each 15+, that creature takes 10 force damage.

6. TRANSDIMENSIONAL THUNDERBOLT. The C'tan Shard projects a crackling bolt of energy from its outstretched palm, blasting its foe into oblivion. Select one enemy within 120ft of and visible to this C'TAN SHARD (an enemy has 20 or less cannot be selected for this power while it is within 15ft of another enemy, unless that enemy is the closest visible enemy). Roll one D20: on a 12+, that creature suffers 1D10 lighting damage. Then, roll one D20 for each other enemy within 15ft of the selected unit: on a 17+, that unit suffers 8 lightning damage. If this C'TAN SHARD is a TESSERACT VAULT, roll for each other enemy within 30ft of the selected creature, instead of 15ft.

......................................................................................................................................

living metal. this creature heals 1d4 at the start of its turn.

Dimensional translocation. this creature can make a free dash action and when it dashes instead of following normal dash rules pick one spot on the battle map 45ft from any enemy's this creature can teleport to that spot.

Grand Illusion. At the start of the first round of combat, you can select up to three friendly creatures with the NECRONS key word. Remove those creatures from the battle map, then set them up anywhere on the battle map that is 45ft from any enemy creatures.

Enslaved star god. This creature gets -2 to every stat if a creature with the Necron Nobel key word is present.

Misdirection. Each time an attack is made against this Creature, the hit roll gets a -3 to hit.

Necrodermis. This creature can make a dc 15 con save when attacked if successful it ignores all damage from the attack. In addition, this creature cannot lose more than 50 hp in the same turn. Any hp that would be lost after that point are not lost.

Reality Unravels. When this Creature is killed, roll one D6 before removing it from play. On a 4+ it explodes, and each creature within 30ft suffers 1d12 psyche damage.

Actions

multiattack. The C'tan shard of the deceiver makes 5 attacks with its golden fist.

Golden fists. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 11 (1d10 + 6) [bludgeoning] damage. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

keywords

Necrons, Monster, Character, Fly,  C'tan shard, C’TAN SHARD OF THE DECEIVER

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: construct

thesilentking40k

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