Large Construct, Neutral
Armor Class 20 (natural armor)
Hit Points 122 (10d10 + 32)
Speed 30 ft., Climb 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +5, WIS +5
Skills Perception +6
Damage Resistances Slashing and Piercing from Nonmagical Attacks
Damage Immunities Lightning, Poison
Senses Darkvision 120 ft., Passive Perception 16
Languages Common, Draconic Granted, Thri-kreen
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Shutdown. If targeted by dispel magic, the guardian must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute or until it takes any damage.

Unusual Nature. The guardian doesn’t require air, food, drink, or sleep.

 

Actions

Multiattack. The guardian makes one Bite attack and two Rotating Saw attacks, or it makes two Lightning Jolt attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 2) piercing damage.

Rotating Saw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d4 + 4) slashing damage.

Lightning Jolt. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 14 (2d10 + 2) lightning damage.

Description

Inspired by the Clockwork Horrors of Wildspace, in the Astral Sea, this guardian is meant to watch over the Palace of Justice (which the Cyricists called the Temple of Lies). It responds only to commands issued by an "accepted" Council Member. Unfortunately, in these troubled times, those accepted Council Members have all fled Athkatla or are dead in the chaos manifesting across the city.

In theory, the automata might be commanded to leave the tower and act in the immediate environs of the Palace of Justice.

Lair and Lair Actions

Lower Defenses. Once per encounter, it may "plug in" to several access ports at the top of the tower and de-activate the defenses, causing all automata and other magical barriers to be turned off immediately. It may only do this if it recognizes the command of an accepted Council Member, or if all six elemental gems are slotted into the proper location.

Raise Defenses. Once per encounter, when certain conditions are met (damage against property, casting of unauthorized arcane magic, or civic unrest in the building's environments), it will activate defenses of the power. This causes all automata to come to life and become immediately aggressive to all save accepted Council Members, or mephit elementals.

Atroposian

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