Magic Resistance: The automaton has advantage on saving throws against spells and other magical effects.
Immutable Form: The automaton is immune to any spell or effect that would alter its form.
Spellcasting. The Zatweil is a 17th-level spellcaster. Its spellcasting ability is [Intelligence] (spell save DC 23, +15 to hit with spell attacks). The Zatweil has following spells prepared:
Cantrips (at will): acid splash, mage hand, mending, prestidigitation, true strike, dark flare
1st level (4 slots): burning hands, detect magic, magic missile, shield
2nd level (3 slots): blur, invisibility, mirror image
3rd level (3 slots): fireball, lightning bolt, protection from energy
4th level (3 slots): dimension door, stoneskin, wall of fire
5th level (3 slots): cone of cold, passwall, telekinesis
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, [Tooltip Not Found]
8th level (1 slot): sunburst, wall of force
9th level (1 slot): meteor swarm, time stop
Thunderous Slam. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 10) bludgeoning damage and the target must make a DC 23 Strength saving throw or be knocked prone.
Shield Bash. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 10) bludgeoning damage and the target must make a DC 23 Strength saving throw or be pushed up to 10 feet away from the Zatweil.
Eldritch Cannon Arm: One of the automaton's arms functions as an eldritch cannon. The automaton can activate the cannon as a bonus action and choose one of the following options:
Force Ballista: The automaton creates a ballista-like cannon that fires a bolt of force. The automaton makes a ranged spell attack against a target within 120 ft., dealing 6d8 force damage on a hit.
Flamethrower: The automaton exhales a 30-foot cone of fire. Creatures in the area must make a DC 23 Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one.
Lightning Launcher: The automaton creates a launcher that fires a bolt of lightning. The automaton makes a ranged spell attack against a target within 120 ft., dealing 6d10 lightning damage on a hit.
The automaton can use its eldritch cannon once per round.
Eye Beam (Recharge 5-6): The automaton shoots a beam of magical energy from its eyes in a 120 ft. line that is 10 ft. wide. Each creature in the line must make a DC 23 Dexterity saving throw, taking 88 (16d10) force damage on a failed
Eldritch Blast. The Zatweil can use its bonus action to fire a blast of eldritch energy from its cannon at a single target within 120 feet. The attack is a ranged spell attack and deals 33 (6d10) force damage on a hit. The Zatweil can use this ability three times per day.
Shield Bash. The Zatweil can use its bonus action to make a Shield Bash attack (as described in its physical attacks). If the Zatweil has already used its Shield Bash attack as part of its multiattack, it cannot use this bonus action.
Eldritch Overload. When the Zatweil is hit by a ranged spell attack, it can use its reaction to absorb the spell and charge up its eldritch cannon. On its next turn, the Zatweil can use its bonus action to unleash a powerful blast of energy from its cannon, targeting any point within 120 feet. All creatures within a 20-foot-radius sphere centered on that point must make a DC 23 Dexterity saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one. Once the Zatweil uses this ability, it cannot use it again until it finishes a long rest.
Thundertone. The Zatweil lets out a low-pitch, deafening tone that shakes the ground, causing all creatures within 30 feet of it to make a DC 23 Constitution saving throw or be stunned until the end of their next turn. The Zatweil can use this action twice per round.
Shield Wall. The Zatweil raises its massive shield, creating a wall of metal that provides cover to itself and all allies within 20 feet of it. The wall has an AC of 28 and 1,000 hit points, and lasts until the end of the Zatweil's next turn. The Zatweil can use this action once per round.
Eldritch Discharge. The Zatweil unleashes a burst of eldritch energy from its cannon, targeting a single creature within 120 feet. The attack is a ranged spell attack and deals 44 (8d10) force damage on a hit. The Zatweil can use this action once per round.
Description
The Zatweil stands at an imposing 15 feet tall and weighs over 5,000 pounds. Its body is made of a metallic, silver-colored alloy that looks like a cross between steel and mithril. The metal is covered in intricate runes that pulse with a faint blue light, giving the construct an eerie glow in the dark.
The Zatweil's body is shaped like a massive humanoid, with broad, powerful shoulders, a thick chest, and long, muscular arms that hang down to its knees. Its legs are similarly thick and muscular, ending in wide, clawed feet that can grip the ground with incredible force.
Despite its massive size, the Zatweil moves with surprising speed and grace, its movements fluid and almost dance-like. Its joints are covered in a flexible, black material that seems to absorb impact, allowing the construct to move with agility and precision.
The Zatweil's head is completely featureless, with no eyes, nose, or mouth. Instead, a series of glowing blue runes are etched into the metal where a face would normally be. These runes pulse with a bright light, casting eerie shadows across the construct's body.
In one hand, the Zatweil wields a massive shield made of the same silver-colored alloy as its body. The shield is nearly as tall as the construct itself, with a sharp, pointed edge that can be used to impale enemies. In the other hand, the Zatweil wields an eldritch cannon that crackles with energy, ready to unleash devastating blasts of arcane power at its foes.
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