Gargantuan Construct (Titan), Neutral Good
Armor Class 23 (Natural Armor)
Hit Points 820 (40d20 + 400)
Speed 130 ft., Fly 130 ft. (Hover)
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
26 (+8)
WIS
26 (+8)
CHA
28 (+9)
Saving Throws STR +19, DEX +9, CON +19, INT +17, WIS +17, CHA +18
Skills Insight +17, Intimidation +18, Perception +17
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 500 ft., Truesight 120 ft., Passive Perception 27
Languages all, telepathy 1 mile
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Apocalyptic Essence. Libertas is immune to spells of 5th level or lower unless it wishes to be affected. It has advantage on saving throws against all other spells and magical effects.

Axiomatic Mind. Libertas can’t be compelled to act in a manner contrary to its nature or its instructions.

Anathematic Secrecy. Libertas can't be targeted by any divination magic or perceived through magical scrying sensors.

Apocalyptic Rebirth (Mythic Trait, Rechagres after a Short or Long Rest). If Libertas is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, it regains 820 hit points, and each hostile creature within 1,000 feet takes 70 (20d6) necrotic damage as its life force is drained to fuel its rebirth.

Creature Sense. Libertas is aware of the presence of any creatures within 1 mile of it if they have a Charisma score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Charisma score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner. 

Divine Awareness. Libertas knows if it hears a lie.

Emotional Absorption. Whenever Libertas is subjected to force or psychic damage, it takes no damage and instead regains a number of hit points equal to the force or psychic damage dealt.

Faultless Tracker. Libertas is given a quarry by Sapphiros. The quarry can be a specific creature or object Sapphiros is personally acquainted with, or it can be a general type of creature or object Sapphiros has seen before. Libertas knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. Libertas can have only one such quarry at a time. Libertas also always knows the location of Sapphiros.

Legendary Resistance (5/Day). If Libertas fails a saving throw, it can choose to succeed instead.

Magic Weapons. Libertas's weapon attacks are magical.

Ouruboric Form. After Libertas takes damage of a type other than radiant, thunder, or bludgeoning, piercing, or slashing from magical weapons, it becomes resistant to that type of damage until the end of its next turn. If Libertas is already resistant to that damage type, it becomes immune to that type of damage until the end of its next turn. If it is already immune to that damage type, it regains hit points equal to the full amount of damage it would have taken if it was not immune until the end of its next turn.

Reactive Flesh. If Libertas is subjected to a condition, (such as grappled, stunned, or restrained), it becomes immune to that condition at the beginning of its next turn. However, Liberta‘s immunity to a condition (other than Charmed, Exhaustion, Frightened, Paralyzed, Petrified, or Poisoned) only lasts until the end of its next turn.

Regeneration. Libertas regains 30 hit points at the start of its turn. If Libertas takes radiant damage, this trait doesn't function at the start of its next turn. Libertas dies only if it starts its turn with 0 hit points and doesn't regenerate.

Reflective Form. Any time Libertas is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Libertas is unaffected. On a 6, Librertas is unaffected, and the effect is reflected back at the caster as though it originated from Libertas, turning the caster into the target.

Resonant Connection. If Libertas has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of Libertas.

Siege Monster. Libertas deals double damage to objects and structures. Additionally, Libertas doesn’t require air, food, drink, or sleep.

Temporal Estrangement. Libertas is immune to any spell or effect that would alter its passage through time such as the slow or time stop spells.

Unyielding Essence. Libertas is immune to any spells or effects that would alter its form, as well as those that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior - unless the effect originates from Sapphiros.

Actions

Multiattack. Libertas can use its Frightful Presence. It then makes four attacks: one with its bite, one with its hardlight blade, one with its unarmed strike, and one with its soul harvest (if charged).

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 10) piercing damage plus 42 (12d6) necrotic damage.

If the target is a Huge or smaller creature, Libertas can grapple the target (escape DC 25). Until this grapple ends, the target is restrained, and Libertas can't bite another target.

Libertas can grant total cover to a Huge or smaller creature while grappled by it (no action required).

As a bonus action on its turn, Libertas can incorporate a Huge or smaller creature that it is grappling, ending the grapple.
While incorporated, the creature is blinded and restrained, it has total cover against attacks and other effects outside Libertas. A creature that is hostile to Libertas takes 42 (12d6) necrotic damage at the start of each of Libertas’s turns. A non-evil creature reduced to 0 hit points in this way stops taking the necrotic damage and becomes stable.
While Libertas isn't incapacitated, it can release a incorporated creature at any time (no action required) in a space within 5 feet of it. The creature exits prone.
If Libertas takes 80 damage or more on a single turn from a creature inside it, it must succeed on a DC 25 Constitution saving throw at the end of that turn or release all incorporated creatures, which fall prone in a space within 10 feet of Libertas. If Libertas dies, a incorporated creature is no longer restrained by it and can escape from the corpse by using 60 feet of movement, exiting prone.

Hardlight Blade. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage, and the target must succeed on a DC 25 Wisdom saving throw or spells and magical effects are dispelled on the target and the target can’t cast spells until the end of its next turn.

Unarmed Strike. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage.

If the target is a creature, Libertas can choose one of the following additional effects (choose one or roll a d4):

1-2: Grasp. The target must succeed on a DC 25 Strength saving throw or drop one item it is holding (Liberta’s choice).

Instead of dealing damage and disarming the target, Libertas can grapple the target (escape DC 25). Until the grapple ends, if the target deals damage to a creature, that creature gains resistance to that instance of damage. While Libertas has a creature grappled in this way, when Libertas moves it takes the creature with it. If Libertas has two creatures grappled in this way, when it makes a grasp attack, she must release one of the creatures she has grappled.

Libertas can grant total cover to a Huge or smaller creature while grappled by it (no action required).

3–4: Stomp. The target must succeed on a DC 25 Strength saving throw or be incapacitated until the end of Liberta's next turn. Instead of dealing damage and incapacitating the target, Libertas can cause the target to fall prone if the target is a Huge or smaller creature. Until Libertas uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 25 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of Libertas and is no longer restrained.

Frightful Presence. Each creature of Libertas's choice that is within 120 feet of Libertas and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its tums, with disadvantage if Libertas is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Libertas's Frightful Presence for the next 24 hours.

Cosmic Annihilation (Recharge 6). Libertas channels the destructive energy of the cosmos and attempts to compress and collapse a localized section of the timeline around it. Each hostile creature in a 60-foot radius centered on Libertas must make a DC 27 Constitution saving throw, taking 88 (16d10) force damage plus 88 (16d10) necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw by  10 or more is swallowed by Libertas (as per Liberta’s bite action)

Soul Harvest (Recharge 5-6). Libertas uses one of the following abilities:

Infinity Big Bang Storm. Libertas compresses matter and energy into a ball and then unleashes the resulting pressure in the form of raw everlasting energy in a 120-foot cone. Each creature in that area must make a DC 25 Charisma saving throw, taking 55 (10d10) radiant damage plus 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one.

Vacuum Decay. Libertas causes a wave of true vacuum to spread at a point within 90 feet of it that it can see. Each creature within a 30-foot radius of that point must make a DC 25 Constitution saving throw, taking 55 (10d10) force damage plus 55 (10d10) psychic damage on a failed save, or half as much damage on a successful one. 

On a failed save, a creature is also poisoned for 1 hour. While poisoned in this way, a creature is also blinded. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Missile Barrage. Libertas launches missiles at four points within 80 feet of it that it can see. Each creature within a 20-foot radius of one of those points must make a DC 25 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one explosion is affected only once.

Reactions

Apocalyptic Gaze. When a creature starts its tum within 60 feet of Libertas and the two of them can see each other, Libertas can force the creature to make a DC 25 Wisdom saving throw. On a failed save, the creature takes 21 (6d6) psychic damage and is frightened until the end of its next turn.

Legendary Actions

Libertas can take 5 legendary actions, 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. Libertas regains spent legendary actions at the start of its turn.

Harvest. Libertas makes one hardlight blade attack or moves up to half its speed.

Cosmic Slam (Costs 3 Actions). Libertas makes one unarmed strike attack. If the attack hits, the target must also make a DC 25 Constitution saving throw or be stunned until the end of its next turn.

End of Days (Costs 4 Actions). Libertas casts the wish spell to duplicate any spell of 8th level or lower with a spell save DC of 25 and a +17 to hit. Alternatively, it casts time travel with a casting time of 1 action (and is always on target when it casts time travel in this way, regardless of the roll.)

Rift Tear (Costs 5 Actions). Libertas tears open a rift to a volatile plane of existence. Each creature within a 120-foot cone must succeed on a DC 25 Dexterity saving throw or take 55 (10d10) damage of a random type (roll a d6: 1 acid, 2 cold, 3 fire, 4 force, 5 lightning, 6 thunder) and be banished to a random plane of existence as per the banishment spell until the end of its next turn.

Description

Custodians are soul-extracting constructs that exist outside of the flow of holographic time that are native to the holographic wheel that Sapphiros once called home.

Each moment within the holographic wheel is a different snapshot of time. As holographic time within the holographic wheel passes from the present into the past, they patrol the snapshots that are left behind in its entirety. The only way to come into contact with one (something one should avoid at all costs) within the wheel is by falling out of phase with time in a past-ward direction (aka, having a snapshot failing to render someone in time).

When Sapphiros bested and destroyed a custodian in his early years, he, in secret, repaired and reverse-engineered it, only needing four revisions to the custodian’s original blueprints. Sapphiro’s ever-evolving and adapting knowledge allowed him to raise his skill in constructing vessels to new heights, culminating with a reverse-engineered custodian that designed as a countermeasure to higher powers, temporal anomalies, mortals, and those who can alter fate.

This unique custodian, Libertas, was capable of gifted marksmanship as well as immeasurable nimbleness and precision - and was equipped with cosmic awareness that fully replicates all of the movements of the fundamental forces and laws of physics - who could pull off widespread and concentrated attacks with its versatile arsenal of celestial rifles, energy cannons that can atomize anything, ontological flamethrowers, and radioactive incendiaries that defy gravity.

With energy emitters that rival the heat of the Big Bang and trained in advanced simulations against the strongest entities that every timeline has to offer (including other Custodians), few can match the cyclopean machine of war known as Libertas. Though its chassis consumes powerful amounts of energy, the power demands of Libertas are easily met by its spiral power core.

Even its weakness of needing to vent due to containing too many absorbed timelines was turned to a strength, for no creature or flesh, metal, or divinity can survive such temperatures. To gaze upon the Eternal Wanderer is to know its unwavering stare that invokes fear and witness true power that evokes oblivion itself - possibly a second too late.

Now, with its newfound sense of free will that was “gifted” to it by Sapphiros, Libertas now fights to protect the souls of those lost in time so that they may not be lost to the oblivion that are its kin.

Lair and Lair Actions

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Libertas takes a lair action to cause one of the following apocalyptic effects; Libertas can't use the same effect two rounds in a row:

Temporal Decay. Time within the lair fractures. Creatures within the lair experience rapid aging or rejuvenation. Each creature must succeed on a DC 24 Wisdom saving throw or take 22 (4d10) psychic damage and age 1d6 years or become 1d6 years younger (the direction of the aging is determined randomly).

World Sunder. The ground quakes violently as continents shift and collide. Each creature on the ground within 120 feet of Libertas must succeed on a DC 24 Dexterity saving throw or be knocked prone and take 28 (8d6) bludgeoning damage.

Cosmic Desolation. A piece of the cosmos dies. Stars blink out in the sky, and a wave of cold darkness sweeps through the lair. Each hostile creature must make a DC 24 Constitution saving throw, taking 55 (10d10) cold damage on a failed save, or half as much damage on a successful one.

Pillars of Damnation. Columns of hellish fire burst from the ground in random locations within the lair. Each hostile creature within 90 feet of Libertas must make a DC 24 Dexterity saving throw or take 33 (6d10) fire damage and suffer burns that reduce their hit point maximum by an amount equal to half the fire damage taken, recoverable only by a greater restoration spell or similar magic.

Regional Effects

The region containing Liberta’s lair is warped by Libertas’s presence, which creates one or more of the following effects:

High wind blows within 1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is protected from the wind.

Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow their banks; snow, dust, or sand form deep drifts or dunes.

Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair.

If Libertas dies, the lightning, thunder, and high wind regional effects end immediately. Rain, snow, and blowing dust abate gradually within 1d8 days.

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