Large Construct, Neutral
Armor Class 18 Natural
Hit Points 200 (20d10 + 80)
Speed 30 ft.
STR
22 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +10, CON +9, WIS +7
Damage Vulnerabilities Acid
Damage Immunities Lightning, Poison, Psychic
Condition Immunities Charmed, Deafened, Exhaustion, Paralyzed, Poisoned
Senses Darkvision 60, Passive Perception 13
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Construct Nature: The Celestial Chainbound Construct does not need to eat, drink, sleep, or breathe.

Electrical Aura: When a creature grapples or touches it, it must make a DC 18 Constitution saving throw or take 18 (4d8) lightning damage. On a successful save, the creature takes half of the damage.

Chained Strength. The construct can move normally whilst grappling with creatures.

Magic Resistance: The Celestial Chainbound Construct has advantage on saving throws against spells and other magical effects.

 

Actions

Multiattack: The Celestial Chainbound Construct makes two Chain Strike attacks.

Chain Strike: Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 21 (3d8+6) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be grappled (escape DC 18). While grappled, the target is restrained and takes 9 (2d8) lightning damage at the start of each of its turns.

Chain Whirlwind (Recharge 5-6): The Celestial Chainbound Construct swings its chains in a wide arc. Each creature within 15 feet must make a DC 18 Dexterity saving throw, taking 36 (8d8) bludgeoning damage on a failed save and being knocked prone, or half as much damage on a successful one.

Bonus Actions

Offensive Chain Lash. The Construct can extend one of its chains to strike a distant enemy. The construct makes a Chain Strike attack with a range of 30 feet. On a hit, the target takes 10 (1d8+6) bludgeoning damage and must succeed on a DC 18 Strength saving throw or be pulled 10 feet closer to the construct.

Defensive: Arcane Healing. he Celestial Chainbound Construct can reinforce its defenses with a burst of arcane energy. It gains temporary 21 hit points until the start of its next turn. These temporary hit points stack with other temporary hit points but are lost at the start of its next turn.

Reactions

Chain Block: When a creature the Celestial Chainbound Construct can see attacks it with a melee weapon, the construct can use its reaction to increase its AC by 3 against that attack, potentially causing the attack to miss.

Legendary Actions

Chain Grab. The Celestial Chainbound Construct makes a Chain Strike attack.

Electric Burst (Costs 2 Actions): The Celestial Chainbound Construct releases a burst of electricity. targeting one creature within 60ft of it must make a DC 18 Constitution saving throw, taking 14 (4d6) lightning damage on a failed save and being stunned until the start of its next turn, or half as much on a successful one.

Description

The Celestial Chainbound Construct is a relentless fighter, using its chains to keep foes at bay and punish those who get too close. It targets weaker or heavily armored characters for grappling, relying on its Electrical Aura to incapacitate them. It uses its Chain Whirlwind to deal with groups and its Chain Block to protect itself from particularly powerful melee strikes. If the fight turns against it, it will retreat strategically, using its Electric Burst to clear a path.

MoonIves

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