Large Construct, Lawful Neutral
Armor Class 26 adamantine plating
Hit Points 750 (20d10 + 100)
Speed 40 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
24 (+7)
WIS
24 (+7)
CHA
14 (+2)
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Immutable Form. Adrik is immune to any spell or effect that would alter his form.

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

Magic Weapons. Adrik's weapon attacks are magical.

Spellcasting. Adrik is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). Adrik has the following wizard spells prepared:

Cantrips (at will): fire bolt, mage hand, prestidigitation

1st level (4 slots): detect magic, mage armor, magic missile, shield

2nd level (3 slots): detect thoughts, invisibility, mirror image

3rd level (3 slots): counterspell, fireball, fly

4th level (3 slots): dimension door, greater invisibility, stone skin

5th level (3 slots): animate objects, cone of cold, wall of force

6th level (2 slots): chain lightning, disintegrate

7th level (2 slots): finger of death, plane shift

8th level (1 slot): power word stun

9th level (1 slot): time stop

Teleport. As an action, Adrik can magically teleport up to 120 feet to an unoccupied space he can see.

Summon Weapon. Adrik can magically summon a magical weapon to his hand as a bonus action. The weapon can be any non-artifact weapon of his choice and has a +3 bonus to attack and damage rolls.

Actions

Multiattack. Adrik can use his Frightful Presence. He then makes two slam attacks.

Slam. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 42 (8d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of Adrik's choice within 120 feet of him and aware of him must succeed on a DC 22 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 Adrik's Frightful Presence for the next 24 hours.

Breath Weapon (Recharge 5-6). Adrik exhales a 60-foot cone of fire. Each creature in that area must make a DC 25 Dexterity saving throw, taking 98 (28d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Adrik can take 4 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. Adrik regains spent legendary actions at the start of its turn.

  1. (Costs 1 Actions).Teleport: Adrik can use one legendary action to teleport up to 120 feet to an unoccupied space he can see.
  2. (Costs 2 Actions)Summon Weapon: Adrik can use one legendary action to summon a magical weapon to his hand. The weapon remains in his possession until he dismisses it or is disarmed. The weapon has a +3 bonus to attack and damage rolls, and deals an additional 2d6 force damage on a hit. Adrik can summon any weapon he is proficient with.
  3. Roar (Costs 2 Actions). Adrik lets out a mighty roar. Each creature within 60 feet of it and aware of it must succeed on a DC 25 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 Adrik's Roar for the next 24 hours.

    4. Soul Possession (Costs 3 Actions). Adrik attempts to possess the soul of a creature within 30 feet of it. The target must succeed on a DC 25 Charisma saving throw or be possessed by Ad

Description

Adrik's obsession with revenge consumed him, driving him to pursue ever more extreme measures in his quest to bring down the king who had taken his family from him. He poured all of his knowledge and skill into creating a new golem, one that he would imbue with his own soul, granting him immortality and the ability to carry out his vendetta against the king for eternity.

Adrik spent years on this new project, working with a feverish intensity that left him gaunt and haggard. He scoured the land for the rarest and most powerful materials, pouring them into the golem's construction. Finally, the day came when he was ready to imbue it with his own soul.

The ritual was complex and dangerous, but Adrik was determined. He plunged a sword into his chest and used its point to extract his soul, channeling it into the golem's core. The golem came to life, its metallic form crackling with energy as Adrik's soul fused with its body.

For a time, Adrik reveled in his newfound immortality, experimenting with all manner of dark magic and arcane knowledge in his quest for vengeance. But as the years wore on, his obsession became all-consuming, driving him to ever greater heights of depravity and cruelty. He cared not for the lives he destroyed in his quest for revenge, seeing them only as pawns in his grand design.

It was only later, after centuries of wandering the land and bringing down countless foes in his unending quest for vengeance, that Adrik made a horrifying discovery. One of the souls he had used to create Galgoza's core had been that of his own son. The realization was a crushing blow, one that shattered the last remnants of Adrik's sanity.

Now, Adrik wanders the land as a mad, immortal creature, forever haunted by the knowledge of what he has done. His soul, once the source of his power and immortality, is now a curse that drives him ever deeper into darkness. And though he may continue his quest for vengeance against the king who destroyed his family, Adrik is forever tormented by the memory of the son he unwittingly sacrificed for his own selfish ends.

Habitat: Grassland

manlycat

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