Medium Construct, Unaligned
Armor Class 26 Natural armor
Hit Points 383 (11d8 + 99)
Speed 60 ft., Fly 200 ft.
STR
30 (+10)
DEX
25 (+7)
CON
28 (+9)
INT
10 (+0)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws STR +17, DEX +14, CON +16
Damage Resistances Cold, Fire
Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 60 ft, Passive Perception 15
Languages --
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Innate Spellcasting. The anaxim’s innate spellcasting ability is Wisdom (spell save DC 22). The anaxim can innately cast the following spells, requiring no material components:

At will: Dispel magic, Banishment, Greater invisibility, Misty step.

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

Regeneration. The anaxim regains 15 hit points at the start of its turn. If the anaxim takes acid or lightning damage, this trait doesn’t function at the start of the anaxim's next turn. The anaxim dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Legendary Resistance (3/Day). If the anaxim fails a saving throw, it can choose to succeed instead.

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

Magic Weapons. The anaxim’s weapon attacks are magical.

Actions

Multi attack. The anaxim makes two spinning blade attacks , two slam attacks and one shocking touch attack or one lightning ray and six spike attacks.

Spinning blade. Melee Weapon Attack: +10 to hit, reach 5 ft., all adjacent to the anaxim. Hit: 16 (2d6 + 10) slashing damage. 

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 16 (1d12 + 10) bludgeoning damage. 

Shocking touch. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 18 (2d8 + 10) lightning damage. 

Lightning ray. Each creature within a 100 ft long 5 ft wide line must make a dc 22 Dexterity save or take 30 (10d6) lightning half damage on a successful save.

Spike. RangedWeapon Attack: +7 to hit, range 30/120 ft., 1 target. Hit: 11 (2d4 + 7) piercing damage.

Sound blast (recharges on 6). The anaxim releases a blast of sound in a 60 ft cone and each creature within range must make a dc 22 Constitution saving throw or take 60 (20d6) thunder damage and be deafened for 1 hour, On a successful save the target takes half damage and is deafened for 2 rounds, on a failed save the target can remake the save at the end of their turn. 

Legendary Actions

The Anaxim can take 2 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. The anaxim regains spent legendary actions at the start of its turn.

Slam (Costs 1 Actions). The anaxim makes one slam attack. 

Lightning ray (Costs 2 Actions). The anaxim makes one lightning ray attack.

Description

Anaxims are the ill-conceived designs crafted by gods of the forge. Unlike most abominations, anaxims are born not of lust, but piece by labored piece from mechanical designs inspired by apocalyptic impulses. Anaxims are constructs that were not purged as they should have been, and so gained a pseudo-life of their own. Anaxims appear as humansized conglomerations of iron, clockwork gears, shearing blades, metallic fists, and other unfamiliar moving parts of iron. Generally, they appear unbalanced, unwieldy, and ominously jutting with too many cutting implements. An anaxim takes to the air by deploying a special set of rotating blades from its back; once deployed, the blades spin over its head with a constant roar of noise and rushing air. Most failures of forge gods are never discovered, but anaxims are somehow imbued with the spark of deific might that all abominations share. Despite their artificial past, anaxims are animate and determined to make their own way in the world, seeking revenge for being consigned to the scrap heap by their perfectionist creators.

Monster Tags: construct

drdeatheer

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