Medium Construct (Warforged), Neutral
Armor Class 16
Hit Points 120 (8d8 + 3)
Speed 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
12 (+1)
WIS
11 (+0)
CHA
7 (-2)
Saving Throws STR +6, CON +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60ft, Passive Perception 12
Languages Understands Common and the language of its creator but can't speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Last Stand (Logos): If Aegis falls first, Logos gains enhancements: Gains an additional 30 HP. Energy blast damage increases to 3d8 + 4 (Enhanced Blast). Gains an extra action (Overdrive Mode). Heals 5 HP at the start of its turn (Self-Repair). Deals 4d6 force damage in a 15 ft. radius upon destruction (Final Explosion).

Last Stand (Aegis): If Logos falls first, Aegis gains enhancements: AC increases to 18. Reflective Shield deals 1d6 force damage to attackers. Can use a reaction to halve damage (Bulwark Stance). Slam damage increases to 3d6 + 3 (Vengeful Slam). Provides half damage as temporary HP to allies within 20 ft. radius upon destruction (Shield Overload).


Energy Overload Aegis envelops Logos in a protective shield, making it immune to damage, while Logos charges a devastating Energy Overload attack. This attack is set to detonate after 2 rounds, unleashing 6d6 force damage in a 20 ft. radius. When the Energy Overload detonates, all creatures within the blast radius must make a Dexterity saving throw. The damage is halved on a successful save. The shield protecting Logos has 25 HP. If the shield is destroyed before the attack detonates, it releases a burst of energy, causing 3d6 force damage. Creatures within the blast radius must make a Dexterity saving throw, taking half damage on a successful save.  Aegis must maintain concentration to keep the shield intact. If Aegis fails a concentration check, the Energy Overload attack is interrupted.

Actions

(Aegis) Slam: Aegis makes a melee attack. To Hit: +5 to hit, reach 5 ft., one target. Hit: Deals 10 (2d6 + 3) bludgeoning damage.


 (Logos) Energy Blast: Logos makes a ranged attack. To Hit: +4 to hit, range 60 ft., one target. Hit: Deals 9 (2d6 + 2) force damage.

Bonus Actions

(Aegis) Defensive Maneuver: As a bonus action, Aegis can bolster its defenses, increasing its AC by 2 until the start of its next turn.

(Aegis) Energy Transfer: Aegis can use a bonus action to transfer some of its life force to Logos, healing Logos for 1d6+2 hit points.


(Logos) Quick Charge: Logos can use a bonus action to prepare its Energy Blast, adding 1d4 force damage to the next attack.

(Logos) Agile Relocation: As a bonus action, Logos can swiftly move up to 10 feet without provoking opportunity attacks, enhancing its positioning.

Reactions

Bulwark Stance (Aegis): When taking damage, Aegis can use its reaction to halve the damage against it.

Reflective Shield (Aegis): When hit by a melee attack, Aegis can use its reaction to deal 1d6 force damage to the attacker.

Shield Overload (Aegis): Upon destruction, Aegis can use its reaction to grant half the damage it took as temporary HP to allies within a 20 ft. radius.


Self-Repair (Logos): At the start of its turn, Logos can use its reaction to regain 5 HP.

Final Explosion (Logos): Upon destruction, Logos can use its reaction to deal 4d6 force damage in a 15 ft. radius.

Legendary Actions

Aegis and Logos each have 3 shared Legendary Actions and can take one legendary action at a time, 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. Aegis and Logos regain spent legendary actions at the start of their turn.

Move (Costs 1 Action): Aegis or Logos moves up to half its speed without provoking opportunity attacks.

Attack (Costs 1 Action): Aegis makes one slam attack or Logos makes one energy blast attack.

Synergized Power Strike (Costs 2 Actions, Trigger: Aegis and Logos are within 15 ft. of each other): Both Aegis and Logos make their standard attacks. If both hit the same target, the target takes an additional 2d6 force damage.

Description

Aegis - The Protector: Aegis’s form is like a knight pulled from the shadows of legend. Forged from dark metal that seems to absorb the light around it, its imposing figure is marked with intricate yellow stripes and patterns that trace the contours of its armor. These patterns are not merely decorative; they pulse with a soft glow, hinting at the magical energies that fuel Aegis’s unwavering vigilance. Its eyes, two bright citrines, survey the room with a piercing gaze, ever-watchful for those who dare seek the Golden Arrow.


 

Logos - The Striker: In contrast, Logos is a sleeker figure, crafted from a whiter metal that shines like the first light of dawn. It moves with a grace that belies its sturdy construction, the same yellow stripes and patterns adorning its body as Aegis, yet on Logos, they seem to dance like flames in the wind. Its eyes, a pair of radiant topazes, scan the horizon with a calculating intensity, ready to unleash its stored energy upon any intruder that threatens their charge.

Lair and Lair Actions

Deep within the heart of an ancient and sprawling ruin lies the lair of Aegis and Logos, the twin constructs charged with guarding the Golden Arrow. The lair is a vast chamber, its walls lined with arcane runes and the air crackling with magical energy. At the center, on a pedestal of obsidian, rests the Golden Arrow, its glow illuminating the room with a golden hue.

Lair Actions: On initiative count 20 (losing initiative ties), Aegis and Logos take a lair action to cause one of the following effects; they can’t use the same effect two rounds in a row:

Magical Surge: The arcane energy within the lair coalesces, granting Aegis and Logos a +1 bonus to attack rolls and saving throws until the next round.

Defensive Grid: When this lair action is used, force barriers spring up from the ground at locations within the lair that Aegis and Logos choose. These barriers are 10 feet high, 1 foot thick, and can be up to 10 feet long. They provide half cover to anyone behind them, granting a +2 bonus to AC and Dexterity saving throws. The barriers last until they are destroyed or until the next use of this lair action. Each section of the barrier has an AC of 15 and 10 hit points and is considered a solid object that cannot be passed through without being destroyed.

Energy Fluctuation: As a lair action, Aegis and Logos can cause a surge of electrical energy to course through their lair. Effect: Each creature within the lair must make a DC 13 Dexterity saving throw, taking 2d6 lightning damage on a failed save, or half as much damage on a successful one.

Regional Effects: The region containing the legendary lair of Aegis and Logos is suffused with a palpable sense of order and protection, which creates the following effects:

Repair Protocol: Constructs within the region slowly regenerate, regaining 10 hit points at the dawn of each day.

Arcane Lockdown: Doors and passages within the region seal themselves with magical force, requiring a DC 20 Strength check or a dispel magic spell to open.

If Aegis or Logos dies, these effects fade over the course of 1d10 days, as the magical energy that sustains them gradually dissipates.

Monster Tags: construct

locker11555

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