Huge Construct, Unaligned
Armor Class 20 Natural Armour
Hit Points 210 (20d10 + 100)
Speed 30 ft.
STR
24 (+7)
DEX
9 (-1)
CON
20 (+5)
INT
10 (+0)
WIS
11 (+0)
CHA
6 (-2)
Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft, Passive Perception 15
Languages Common
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Fire Absorption. Whenever the Arc Tyrant Signet is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage.

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

Magical Resistance. The Arc Tyrant Signet has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Arc Tyrants Weapons are magical.

Actions

Multiattack. The Arc Tyrant Signet makes two melee attacks and one ranged.

Slam. Melee Weapon Attack: + 13 to hit, reach 5 ft , one target,  Hit: 20 (3d8+7) bludgeoning attack.

Sword. Melee Weapon Attack: +13 to hit, reach 10 ft, one target, Hit: 23 (3d10+7) slashing damage.

Velocity Cannon. Ranged Weapon Attack: +13, reach 100 ft line ,  10 ft wide, Hit: 23 (3d10+7) Lightning damage

Legendary Actions

The Arc Tyrant Signet has 1 legendary action with his Legion Gauntlet choosing from the options below. only one legendary action can be used at a time and only at the end of another creatures turn. The Arc Tyrant Signet regains spent points at the start of his turn.

Legion Gauntlet Actions: 

1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by The Arc Tyrant Signet  for 1 hour, or until The Arc Tyrant Signet harms the creature.

2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or The Arc Tyrant Signet moves it up to 30 ft. in any direction. It is restrained by the ray's telekinetic grip until the start of The Arc Tyrant Signet next turn or until the The Arc Tyrant Signet is incapacitated.

If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft. in any direction. The Arc Tyrant Signet can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

 

Description

This Creature is used for the Quest The Great Escape & The Dawning Of Light

The_Coded_D20

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