Divine Reactor.
The Sacral Automaton is powered by sacrifices. If a creature is slain inside its gazebo head, the Automaton regains 20 hit points and gains advantage on all attack rolls, saving throws, and ability checks until the end of its next turn.
Rustbound Frame.
Due to years of disuse and corrosion, the Automaton's speed is reduced to 30 ft. and it has disadvantage on Dexterity (Stealth) checks. When struck by an attack that deals lightning or acid damage, its speed is halved until the end of its next turn.
Sacral Aura.
Holy symbols etched into the Automaton emit an aura of radiance. Creatures within 20 ft. of the Automaton must succeed on a DC 16 Wisdom saving throw or be blinded until the start of their next turn. Undead and fiends make this saving throw with disadvantage.
Treaded Momentum.
The Automaton ignores difficult terrain and can move through spaces occupied by creatures that are Medium or smaller. Any creature in its path must succeed on a DC 16 Strength saving throw or be knocked prone.
Sacred Machine.
The Automaton's magic-based attacks are considered both magical and radiant. It cannot be healed by conventional means but can be repaired with a successful DC 18 Intelligence (Arcana) check and 100 gp worth of materials, restoring 25 hit points per hour of work.
Multiattack.
The Sacral Automaton makes two attacks: one with its Hammer Arm and one with its Radiant Cannon.
Hammer Arm.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 23 (3d10 + 7) bludgeoning damage.
Radiant Cannon (Recharge 5–6).
The Automaton fires a concentrated beam of radiant energy from the holy symbols etched on its body.
Range: 60 ft. line that is 5 ft. wide.
Hit: Each creature in the line must make a DC 16 Dexterity saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much on a success.
Sacrificial Seal (1/Day).
The Automaton activates its gazebo reactor. Creatures within 30 ft. must make a DC 16 Constitution saving throw. On a failed save, a creature takes 40 (9d8) radiant damage and is restrained for 1 minute as golden chains erupt from the ground. A restrained creature can repeat the saving throw at the end of its turns, ending the effect on a success.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
The Sacral Automaton can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and it can only be used at the end of another creature's turn.
- Crushing Advance: The Automaton moves up to its speed without provoking opportunity attacks. Creatures in its path must succeed on a DC 16 Dexterity saving throw or take 15 (3d6 + 5) bludgeoning damage.
- Blessed Smite (Costs 2 Actions): The Automaton channels holy energy into its next attack. Its next Hammer Arm attack deals an additional 18 (4d8) radiant damage.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Sacral Automaton was a marvel of divine engineering, created by a long-forgotten holy order to serve as a weapon of judgment. Etched with sacred runes and powered by sacrificial rites, these towering constructs were deployed against heretics, demons, and other threats to the faith. Its most striking feature is its head—a grandiose gazebo-like structure adorned with intricate carvings of angels and divine symbols. Within this chamber, sacrifices were made to keep the machine operational, feeding its radiant core with life energy.
Over centuries, neglect and misuse have left most of these Automatons dormant, their once-pristine metal frames corroded and their treads worn down. The few that remain active are slower and less efficient, but no less deadly. Rumors persist of dormant Automatons hidden in ancient temples, waiting for a foolhardy adventurer to reignite their engines with fresh blood.
Physical Description
Standing nearly 15 feet tall, the Sacral Automaton is an imposing sight. Its body is a mix of gleaming gold and tarnished bronze, its massive treads grinding into the earth beneath its weight. The gazebo-like head serves as both a shrine and a reactor, with faint golden light pulsing from the cracks of its ancient frame. It moves with a mechanical whir, every step accompanied by the grinding of gears and the soft hum of divine power coursing through its rusted frame.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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