Gargantuan Construct, Unaligned
Armor Class 9 Plating
Hit Points 899 (58d20 + 290)
Speed
STR
29 (+9)
DEX
8 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
10 (+0)
CHA
1 (-5)
Saving Throws STR +16, CON +12
Damage Resistances Cold, Lightning
Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 150, Darkvision 150, Truesight 60, Passive Perception 22
Languages Common
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

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.

Actions
Multiattack
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.
Lightning Wand Turret
Ranged Weapon Attack:+13, Range 60 ft., one target
Hit: 39 (6d12) lightning damage
and the target can’t take reactions until the end of its next turn.
Overheated Exhaust Pipe
Melee Weapon Attack:+15, Reach 20 ft., two adjacent targets
Hit: 14 (2d4 + 9) bludgeoning damage plus 16 (3d10) fire damage
Unarmed Strike
Melee Weapon Attack:+15, Reach 15 ft.
Hit: 29 (8d4 + 9) bludgeoning damage
Arcane Bombs
Hundreds of invisible bombs rain down around the automaton angel. Each creature within 30 feet of the automaton angel must make a DC 19 Dexterity saving throw. A creature takes 26 (4d12) thunder damage plus 26 (4d12) force damage on a failed save, or half as much damage on a successful one.

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.
Force Missile
The automaton angel chooses 5 targets within 120 feet of it and shoots force missiles at them. These missiles cannot miss, and each missile deals 7 (2d4 + 2) force damage. This counts as a ranged attack.
Legendary Actions
The Automaton Angel can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Automaton Angel regains spent legendary actions at the start of its turn.
Acid Bomb
Ranged Weapon Attack:+13, Range 240 ft., one target
Hit: 18 (4d8) acid damage

Flash Bomb
Ranged Weapon Attack:+13, Range 240 ft., one target
Hit: 18 (4d8) radiant damage

Sound Bomb
The automaton angel chooses a point within 300 feet that it can see. Each creature within 10 feet of that point must succeed on a DC 19 Constitution saving throw or be stunned until the end of their next turn. This sound bomb can be prevented by spells and magical effects that block sound, such as the silence spell.

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.

Rasome_bloodtotem

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