Arcane Halo: The automaton’s halo can be targeted separately from the automaton. It has AC 16, 200 hit points, and the same damage resistances and damage immunities as the automaton. If an attack, effect, or a spell can’t target the automaton, it can’t target the halo either. If the halo’s hit points are reduced to 0, the halo is destroyed, the automaton loses 150 hit points, and the automaton can no longer benefit from the following:
Once on each of its turns, the first spell or magical effect that targets the automaton has no effect. Also, if the automaton is stunned, the halo absorbs all the magical energies, creating a 90-foot-radius sphere of antimagic centered on the automaton, as in the antimagic field spell, for the duration of the stun, which does not affect the Arcane Halo feature. This sphere moves with the automaton.
The automaton angel can take the Force Missile action only if it can benefit from this feature.
Seperate Targeting engines: There are lots of engines inside the automaton angel that calibrate the angles of its ranged weapons. The automaton angel has a +8 bonus to its attack rolls made with ranged weapons (included in the attacks).
Countermeasures:
When any part of the automaton, such as the Wings of Vitality, is destroyed, the automaton partially shuts down and deploys countermeasures. The automaton is stunned for 3 turns and it is immune to any kind of damage during that time. Also, 4 Bloodwork Automatons (Soldier) (p. 272) are activated; they detach from the automaton angel and each move to the closest unoccupied space. These automatons do their best to eliminate all threats against the automaton angel. While the automaton angel is stunned in this manner, the cooling systems shut down and the automaton angel overheats causing a creature to take 11 (2d10) fire damage if it comes within 10 feet of the automaton angel for the first time on its turn or if it ends its turn there.
Force Plating: The automaton angel and its parts have a magical force field around them and they are immune to any kind of damage. If the automaton angel or its parts are affected by a spell or an effect that can destroy a creation of magical force such as the disintegrate spell, this feature is deactivated for three consecutive turns.
Immutable form: The automaton angel is immune to any spell or effect that would alter its form.
Magic resistance: The automaton angel has advantage on saving throws against spells and other magical effects.
Magic Weapons: The automaton angel’s weapon attacks are magical.
Main Outer Reactor: There is a reactor on the automaton angel’s chest, and it can be targeted separately from the automaton. It has AC 18, 250 hit points, and the same damage resistances and damage immunities as the automaton. If an attack, effect, or a spell can’t target the automaton, it can’t target the reactor either. If the reactor’s hit points are reduced to 0, the reactor is destroyed, the automaton loses 150 hit points and the automaton can’t benefit from this feature. Also, if the reactor is destroyed, the automaton loses its resistance to cold damage and it can no longer benefit from the Force Plating feature.
Prime Spear: The automaton’s spear can be targeted separately from the automaton. It has AC 14, 150 hit points, and the same damage resistances and damage immunities as the automaton. If an attack, effect, or a spell can’t target the automaton, it can’t target the spear either. If the spear’s hit points are reduced to 0, the spear is destroyed and the automaton can’t benefit from this feature. The automaton angel can take the Adamantine Prime Spear action only while it can benefit from this feature.
Wings Of Vitality: The automaton’s wings can be targeted separately from the automaton. Each wing has AC 10, 200 hit points, and the same damage resistances and damage immunities as the automaton. If an attack, effect, or a spell can’t target the automaton, it can’t target the wing either. If the wing’s hit points are reduced to 0, the wing is destroyed, the automaton loses 150 hit points, and the automaton can’t benefit from this feature. There are blood purifiers inside the wing to supply fresh fuel for the enormous machine. Whenever the automaton angel or its parts are subjected to damage that originates from blood damage, they take no damage and instead regain a number of hit points equal to the damage dealt.
The automaton angel makes one melee attack and one ranged attack.
Adamantine Prime Spear:Melee Weapon Attack:+15, Reach 30 ft., one target Hit: 37 (8d6+9) blood damage
If the target is immune to both necrotic and poison damage, then this attack deals piercing damage.
Carpet Bombing
The automaton angel targets a line 100 feet long and 5 feet wide, and bombs the area with dozens of missiles. Each creature within the line must make a DC 19 Dexterity saving throw. A creature takes 19 (3d12) bludgeoning plus 19 (3d12) piercing damage plus 19 (3d12) slashing damage on a failed save, or half as much damage on a successful one.
Description
Enter a general description for your monster here.
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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