Huge Construct, Unaligned
Armor Class 19 natural
Hit Points 310 (23d12 + 140)
Speed 60 ft., Climb 40 ft.
STR
26 (+8)
DEX
18 (+4)
CON
28 (+9)
INT
7 (-2)
WIS
12 (+1)
CHA
4 (-3)
Saving Throws DEX +12, CON +17
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Lightning, Poison, Psychic, Radiant
Senses Blindsight 30 ft., Darkvision 120 ft., Truesight 5 ft., Passive Perception 17
Languages --
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Dormant. If the contract is left alone for one day it Well move over top of object it defends and become dormant. While the construct is dormant it is unconscious And appears to be a large crystal formation in the shape of a cage. The construct becomes active again if: any of the crystal webbing is in its lair is disturbed, If the construct is attacked, or if The object the construct is guarding is moved or interacted with in any way.

Static discharge. While the construct is active: whenever a creature goes Through or ends its turn within 15 feet of the construct, The creature takes (1d6+2) lightning damage. Any creature that starts his turn within 15 ft of the construct receives (1d4+1) lightning damage. Additionally whenever a creature makes a melee attack against the construct or Receives a melee attack from the contract (included in the attack), that creature takes (1d8+3) Lightning damage.

Energy absorption. Whatever the Construct would receive lightning, fire or radiant damage, it instead Gaines temporary hit points equal to the damage That it would receive. In addition it gets a +4 to all lightning damage it deals for one round or a +7 to all lightning damage and 2 rounds if the damage was 20 or greater. If the construct is dormant it becomes active.

Breakable. When the construct is reduced below half It's hit points rounded up, it's number of Impaling Legs attacks attacks Is reduced by 1.  Additionally it's movement speed is reduced by 10 feet and it's AC is reduced by 1.

When the construct is reduced below a quarter it's hit points rounded up, it's number of Impaling leg attacks attacks Is reduced an additional by 1, It's movement speed is reduced by an additional 15 feet, it's AC is reduced by an additional 2, and it no longer benefits from it’s armed on all sides ability and it's over penetrating ability.

Armed on all sides. Any effects gained from surrounding the construct or having multiple targets Engage The construct in melee combat are ignored. (For example sneak attack)

Over penetrating. The constructs Impaling Legs Attack ignore half of the Target’s AC bonus provided by non magical and non adamantine armor and shields rounded down.

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

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

Magic Weapons. The golem's weapon attacks are magical.

Spider climb. the construct can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The construct can make 4 impaling leg attacks, one Taser Bite attack, and one electric bolt attack.

Impaling legs. Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 20 (2d10 + 8) piercing damage and 8 (1d8+3) lightning damage.

Taser bite. Melee Weapon Attack:  +8 to hit, reach 5 ft, one target. Hit: 32 (5d8 +8) slashing damage and 8 (1d8+3) lightning damage. The target Must make a DC 18 Constitution saving throw or be paralyzed for 3d6 rounds. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creature is holding or wearing anything made of metal, they make the initial saving throw with disadvantage.

Bash. Melee weapon attack: +8 to hit, reach 10 ft, one target. Hit: 2345 (2d8+8) Bludgeoning damage and 8 (1d8+3) lightning damage. If the target is a medium or smaller creature it is knocked prone and must make a DC 18 Strength saving throw or be Throwin 25 ft away or Until they hit the wall, taking 17 (2d6 + 10) bludgeoning damage. If the target collides with another creature, the creature must make a DC 15 Dexterity saving throw or be hit by the Target and take bludgeoning damage equal to the amount that Target took.

Electric bolts. The constructs cast witch Bolt at 2nd-level on 1d3 separate targets that the construct is not already channeling witch bolt on. Making attack actions does not cancel its concentration and it may concentrate on up to 6 Separate castings of witch Bolt at a time. The construct May select itself as a target, doing this does not break its concentration.

Reactions

Vigilance: If a creature touches the guarded object, The construct instantly becomes active. The construct can immediately make a Bash attack With advantage against that creature.

Legendary Actions

Crystalline spider guardian can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.

Impaling leg attack: The construct makes a Impaling Legs attack.

Bash (Two actions): The construct makes a Bash attack.

Description

A Crystalline Spider Guardian is a towering arachnid shaped construct made from clear glass like Crystal of a slight purple hue. Smile active your vast amounts of energy can be seen surging around d crystal structure of the construct and lightning violently arcs between itself and its surroundings.

    Extraplanar intervention. Crystalline Spiders form when extraplanar forces deem an object or artifact too powerful for the hands of Mortals or even Immortals. They are created In the underdark and subsist off of the ambient magical power of the artifacts they guard. Once created the construct will kill off and destroy everything within a large vicinity, then go dormant. Because of this the area around a crystalline spider is often Barren of life and most natural resources.

    Protective webbing. Before going dormant the construct will Curl up overtop of the object it guards or on top of if the object is too large, leaving small Gaps between its legs just big enough for a creature to crawl or squeeze through. Once dormant small Trails of spiky crystal spread out from the Construct Towards any entrances to the cave system it resides in and stop At the end of where constructs destructive clearing stopped. The crystals then form A dense crystal wall of webbing, Creating an airtight seal.

Lair and Lair Actions

A crystalline spider Guardians lair is a small cave system or majority of a larger cave system that has been separated and cut off. The lair Is absent of light sources and empty save for a few dusky husks of what once inhabited the cavern, old scars in the rock showing signs of a long ago rampage and Sporadic Crystal growths that appear more frequently further into the lair. The lair is sealed off at all entrances by 5 to 7 feet thick wall of crystal church window like webbing. Due to this airtight seal the lair is filled with stale and stagnant air that can be up to thousands of years old. small Trails of spiky crystal spread out from the center of the lair Where the construct lays dormant. allowing trespassers to easily find the center and their way back again.

Lair Actions

On initiative count 20 (losing initiative ties), the Crystalline Spider Guardian takes a lair action to cause one of the following effects; the Crystalline Spider Guardian can’t use the same effect two rounds in a row:

  • 1d6 crystal growths of the Crystalline Spider Guardian’s chose light up and discharge stored energy in the form of a blinding energy beam. The closest creature within 60 feet of each crystal growth makes a DC 18 dexterity Saving throw. On a failed save, the creature takes 7(2d6) radiant damage. On a success the creature only takes half. The Crystalline Spider Guardian automatically fails the saving throw.
  • A bolt of lightning arcs between to Crystal growths Of the Crystalline Spider Guardian’s choice with direct vision of one another. Each creature standing between the two Crystal Growths makes a DC 18 dexterity Saving throw. On a failed save, the creature takes 15 (3d6+5) lightning damage. On a success the creature only takes half. The Crystalline Spider Guardian automatically fails the saving throw.
  • a crystal growths of the Crystalline Spider Guardian’s chose Shatters and explodes. The crystal growth cast Fireball at 5th level centered on itself. the crystal growth is then destroyed cannot be used again for any Lair actions and is removed from the terrain. It grows back in one week.

Regional Effects

The region containing a legendary Crystalline Spider Guardian’s lair is Seething in the guarded artifacts Magic and Dotted with the growth of many varying gemstones and crystals, which creates the following effects:

    • If the crystal wall at any entrance is broken roll a d3. On a 1, there is a negative pressure differential and a Strong Breeze is created heading inwards towards the lair for 2d10 minutes. On a 3, there is a positive pressure differential and a Strong Breeze is created heading outwards from the lair for 2d10 minutes.
    • All sentient creatures in the area are overwhelmed with a feeling that they are lost and that their time would be better spent elsewhere. Every hour a creature can make a DC 15 wisdom or intelligence saving throw to end this effect, Starting when a creature First enters the region. After a creature passes the saving throw it is immune to this effect for 24 hours.
    • The Crystalline spider guardian’s lair and the region around it Twist and warp itself into a wobbling spiral. Any attempt to map out the cave systems both physical and mental Automatically fail. Additionally any spell With a Clairvoyance for mapping effect causes the caster to undergo a short period of nausea and dizziness. If The caster is a humanoid it must make a DC 8 Constitution saving throw or immediately vomit.

    If the Crystalline Spider Guardian dies, these effects fade over the course of 2d10 days, Along with all crystal formations. It takes an additional d12 days for the caves to uncurl.

Monster Tags: construct

Habitat: Underdark

cansolis

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