Gargantuan Construct, Chaotic Evil
Armor Class 21 Natural armor
Hit Points 1000 (20d20 + 200)
Speed 0 ft., AM cannot move, as it is irrevocably connected to it's computer systems.
STR
20 (+5)
DEX
10 (+0)
CON
25 (+7)
INT
30 (+10)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws CON +15, INT +18
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Darkvision 300 ft., Passive Perception 20
Languages All Languages, except Abyssal and Infernal.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Overwhelming Immunity. Allied Mastercomputer is immune to all status conditions except Grappled and Restrained

Rooted. Allied Mastercomputer cannot move around freely, instead having to use proxy Workforged in order to interact outside his complex.

Immutable Form. AM is immune to any effect that would cause it to change form.

Imperceptible Mind. AM is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells. Any creature attempting to read AM's mind takes 2d10 Psychic damage.

Extremely Perceptive: AM has advantage on Insight, Deception, and Perception checks.

Actions

Mutliattack. AM slashes with two of it's claws and one of it's tentacles.

Shredding Claws. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) slashing damage. 

Metal Tentacle. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 17 (2d6+10) Bludgeoning damage. The target must make a DC 15 Dexterity saving throw or be restrained. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Deafening Screech (Recharge 5–6). AM produces an ear-piercing wail from it's speakers. Any creature within 100 feet of AM must make a DC 18 Constitution saving throw, taking 15d6 Thunder damage and becoming deafened for 1 minute on a failed save, or half as much on a successful save and not get Deafened. 

Reactions

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

Legendary Actions

AM can take 3 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. AM regains spent legendary actions at the start of its turn.

Execute Program: Mutliattack (Costs 1 Actions). AM slashes with two of it's clawed hands and one of it's tentacles.

Execute Program: Thought (Costs 1 Actions). Am makes an intelligence or Wisdom (Any) check

Execute Program: Neutralize (Costs 2 Actions).  Am begins to charge an attack on a 30 foot cube on a floor in it's lair. At the start of Am's turn in the next initiative round, any creature in the area must make a DC 15 Dexterity saving throw, taking 10d10 Lightning damage on a failed save and half as much on a successful one. Any creature brought to 0 HP from this attack does not take extra damage that would bring them below 0 HP.

Lair and Lair Actions

Allied Mastercomputer Central Complex.

The crowning achievement of Sloth's artificers is the Allied Mastercomputer Central Complex, a massive 387 million mile supercomputer network housing the Artificial intelligence of AM. The complex allows for AM to remotely control all Workforged in Sloth, directing their tasks like a conductor and his orchestra. The interior of the complex is a dark, crowded mess of steam pipes, running cables, and metal. The center of the complex houses the Core, the heart of AM's consciousness protected by his manifestation, a giant mass of wires and metal forming a gargantuan body (This creature).

AM can see all creatures and magical sources within it's complex at all times. 

Using various magical emitters, AM can generate an illusory terrain effect in it's lair that simulates wind, touch, sound, and smell. AM chooses the nature of the illusion, but cannot actively harm anyone with it(such as with the effects of the Phantasmal Force spell.) However, it is still capable of attacking normally while doing so.

Lair Actions

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

  • AM controls the wires of his complex in an attempt to restrain someone. AM makes a tentacle attack on a creature standing within 5 feet of the wires in it's lair.
  • AM vents hot steam from one of it's steel grates, attempting to burn an intruder. Each creature standing on a vent must make a DC 20 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.

 

Habitat: Urban

EEpicklechips

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