Gargantuan Construct, Neutral
Armor Class 21 Natural Armor
Hit Points 694 (50d20 + 170)
Speed 60 ft., Fly 40 ft. Only Available when the Wing Orbs are Active
STR
16 (+3)
DEX
19 (+4)
CON
25 (+7)
INT
28 (+9)
WIS
20 (+5)
CHA
14 (+2)
Saving Throws DEX +11, CON +14, INT +16, WIS +12
Skills Arcana +15, History +15
Damage Immunities Fire, Psychic
Condition Immunities Charmed, Petrified, Poisoned
Senses Truesight Only while Eye Orbs are active., Passive Perception 24
Languages All languages that a consumed soul had known in its life.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Orbs of Power. Amaris gains it's powers from the souls entrapped within the Orbs emblazoned on it's body. While active the Orbs have charges depending on their Size that can be used to cast spells or empower it's strikes or breathe weapon. These orbs power different parts of the Amaris' body and have their own AC and Health listed below. The Capsules that hold the magical power and imbue the Amaris with the ability to maneuver it's related part will drop a single charge once it's HP has been reduced to 0. If there are Charges that can be used the HP of the Capsule will regenerate to 40HP at the cost of the Maximum amount of charges being reduced by 1. This happens until there are no charges left to be consumed at which point the Capsule breaks rendering the part useless.

Head: 4 Charges - 20AC - 100HP (While Head is active the Eye Capsules are considered to be at 3/4th cover)
Left Eye: 2 Charges - 18AC - 40HP
Right Eye: 2 Charges - 18AC - 40HP
Chest: 8 Charges - 22AC (While Front/Back Legs are active this is unable to be damaged) - 150HP
Front Legs: 4 Charges - 20AC - 100HP
Hind Legs: 4 Charges - 20AC - 100HP
Left Wing: 3 Charges - 18AC - 75HP
Right Wing: 3 Charges - 18AC - 75HP
Spine: 4 Charges - 20AC - 100HP
Tail: 3 Charges - 18AC - 50HP

Constructed Resilience.
Amaris does not need to sleep or breathe and is immune to disease.

Legendary Resistance (3/day). If Amaris fails a saving throw, it can choose to succeed instead.

Spellcasting. Amaris is a 9th-level spellcaster. Its spellcasting ability is INT (spell save DC 23, +15 to hit with spell attacks). Amaris has the following SorcererWizard, Cleric, and Warlock spells prepared:

1st - 3rd
Absorb Elements           
Blindness/Deafness              Blink
Cause Fear                    Blur                                         Fireball
Magic Missile               Enthrall                                   Hypnotic Pattern
Silvery Barbs                 Hold Person                           Thunder Step

4th - 6th
Confusion                      Cloudkill                                 Chain Lightning
Greater Invisibility         Dominate Person                  Disintegrate
Polymorph                     Wall of Force                          Harm
Storm Sphere                 Summon Draconic Spirit      Soul Cage

7th
Finger of Death
Project Image
Reverse Gravity

8th
Abi-Dalzim's Horrid Wilting
Feeblemind
Power Word Stun

9th
Meteor Swarm
Psychic Scream
Time Stop

Spell Capsule Charges. Amaris does not cast using Spell Slots but instead via the charges in it's chest.
1st - 3rd Level spells can be casted with a Single Charge
4th - 6th Level spells can be casted with Two Charges
7th Level spells can be casted with Three Charges
8th Level spells can be casted with Four Charges
9th Level Spells can be casted with Five Charges

Actions

Multiattack. Amaris can make three attacks: one with its bite or tail and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., 1 target. Hit: 14 (2d10 + 3) piercing damage. If successful you may expend a charge from the Head Capsule and add 11 (2d10) Psychic Damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 10 (2d6 + 3) slashing damage. If successful you may expend a charge from the Right or Left Wing Capsule to add 11 (2d10) Psychic Damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., 1 target. Hit: 12 (2d8 +3) bludgeoning damage. If successful you may expend a charge from the Tail Capsule to add 11 (2d10) Psychic Damage and fling the creature 30ft if they fail a DC 18 STR saving throw.

Arcanic Screech (Recharge 5-6). Amaris exhales Arcane Magic Dust in a 45 foot cone. Each creature within the cone must make a DC 22 DEX saving throw, taking 83 (15d10) Psychic Damage on a failed save, or half as much damage on a successful one. If available Amaris can expend up to 4 charges from the Head Capsule to reduce the recharge time by 1 turn for each charge used.

Reactions

Counterspell (Eyes). While the Eye Capsules are active you may expend an orb charge to cast Counterspell

Shield (Spine). While the Spine Capsule is active you may expend an orb charge to cast Shield

Legendary Actions

Amaris can take 3 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. All legendary action points are regained at the start of its turn.

Fearful Gaze. Amaris stares into the heart of a creature it chooses. That creature must make a DC 18 Wisdom saving throw or become frightened for 1 minute.

Tail Swipe. Amaris makes a tail swipe.

Delayed Cast. Amaris casts its Delayed Spell from an Active Orb Spire. *Look at Lair actions*

Magical Exchange (Costs 2). Amaris can sacrifice a charge from any Capsule and move the charge to any available Capsule.

Wing Buffet (Costs 2). Only available if there Capsules are available on Wings, does not require a charge but that they are powered. The (name) beats its wings. Each creature within 15 feet of Amaris must succeed on a DC 22 DEX saving throw or take 10 (2d6+3) bludgeoning damage, pushed back 15ft, and be knocked prone. Amaris can the fly up to half its flying speed. 

 

Description

Amaris, The Stolen is a Gargantuan Arcanic Construct that was created by the Advisor to the King of Riez. Constructed using an Obsidian skeleton and plated in a Silver Steel with leather-bound wings, bound with Magics to steal the power from those who are devoured by its gaping maw. Amaris has the ability to steal the very essence from a creature, particularly favoring those who had mastered their specific school of magics. With the essence that Amaris has stolen it learns everything that the victim had known in its life, its name, its thoughts, and more specifically its power. Amaris is able to use this stolen knowledge against other foes, fighting and slaying stronger and stronger adventurer's as they sadly cross its path. Amaris' power is stored directly within his Orbs that help power the machine inside of it as well as add more power to its starkly body. 

Lair and Lair Actions

Amaris' Lair is constructed of multiple layers of brass machine works, consisting of Spires, Cogs, and other machinery that aided in the construction of this creature. Along the walls you can see multiple hanging cages with creatures and humans with great powers, sated by a certain spell that prevents them from leaving. The fear in their eyes as  they know that they may be the creatures next snack.

Lair Actions

On initiative count 1, Amaris, The Stolen takes a lair action to cause one of the following effects; Amaris can’t use the same effect two rounds in a row:

  • Amaris can consume the caged captives to reclaim 3 Orb Charges to be split to any body part.
  • Amaris can setup an Orb Spire* with a Concentration spell that will be maintained by the Spire. The spell expends a charge from Amaris' chest. The Spire has 15AC 50HP.

*Orb Spires are towers that are present in the Lair and can be used by Amaris to transfer a Concentrated Spell or to add a Delayed Spell to use when desired. When Amaris transfers a concentrated spell to the Orb Spire, the spire will maintain concentration until it fails on its save, use the same DC as Amaris for these rolls. While the Orb is Concentrating on the spell, Amaris is free to Cast an Additional Concentration spell that it maintains itself. When Amaris transfers a Delayed Spell the spell in question will remain in the Orb until Amaris uses a Legendary Action to use it.*

 

ShadowingBane

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