Huge Construct, Lawful Neutral
AC 19 natural    Initiative +1 (11)
HP 250 (20d10 + 120)
Speed 30 ft.
Mod Save
STR 18 +4 +4
DEX 12 +1 +1
CON 22 +6 +12
Mod Save
INT 20 +5 +11
WIS 18 +4 +10
CHA 16 +3 +3
Skills Arcana +10, Insight +9, Investigation +11
Vulnerabilities Radiant
Resistances Force, Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison, Radiant; Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 60 ft.; Passive Perception 14
Languages All Telepathy 120 ft.
CR 17 (XP 18,000; PB +6)
Traits

 

Construct Logic Core: The Compulsor cannot be affected by illusions or compelled to act against its programming. It cannot be confused or deceived by spells like mirror image, disguise self, or major image.

Aura of Inevitability:  Enemies in the aura cannot benefit from advantage on attack rolls, saving throws, or ability checks unless the roll was granted by a Lawful-aligned effect. The aura can be suppressed for 1 minute if the Compulsor takes 60 damage in a single round.

Actions

Multi-attack. The Compulsor makes two Logic Lash attacks and uses Redact Memory if available.

Logic Lash (Melee Spell Attack)

+11 to hit, reach 10 ft., one target.
Hit: 22 (4d8 + 4) psychic damage, and the target must make an Intelligence saving throw (DC 18) or suffer Disrupted Thought: 

  • Until the end of its next turn, the target subtracts 1d6 from all ability checks, attacks, and saves.

Redact Memory (Recharge 5–6)

Target creature within 60 ft. must succeed on an Intelligence saving throw (DC 18) or forget everything that happened during their last turn. The target reverts to the position and hit points it had at the end of the previous round (undoing all spells and damage it dealt).

Chain of Order (Recharge 6)

The Compulsor targets up to 3 creatures it can see within 90 feet. Each must make a Wisdom saving throw (DC 18). On a failure:

  • The creatures’ initiative scores are forcibly synchronized.

  • Until the end of combat or until the Compulsor is destroyed, all affected creatures act on the same initiative count and must use their movement and action types in the same pattern (e.g., if one Dash, they all Dash; if one casts a spell, they all must cast a spell).

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Legendary Actions (3/round)

Impose Order (1 action)

Select a spell or ability a creature just used. Until the end of its next turn, that creature cannot use that action again.

Index Error (2 actions)

Causes a recursive glitch in the mind of one creature within 60 ft. The creature must succeed on a DC 18 Intelligence save or be Stunned until the end of its next turn.

Code Lockdown (3 actions)

All teleportation and extradimensional effects within 60 ft. are disabled until the end of the next round. This includes misty step, dimension door, and teleportation circle.

Mythic Actions

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 Compulsor is tasked with keeping all stored objects in a secure orderly facility. It compels order onto items in compulsory storage.  

The Compulsor is a huge floating spherical construct with 20 distinct facets.  Each facet can be, at any time, an optical input device (eye), a material manipulation assembly (hand), a defensive field generator (shield), or an intruder incapacitator (wand) or environmental amendment equipment (runes).  The Compulsor only has the ability to have 5 facets active at one time.  Each tool adjusts to the place most needed.  There can be multiples of any tool, however at least 1 optical input device will be active at all times.

The operating system of The Compulsor is constructed from the logic processing portions of the brains of deceased wizards,  all voluntarily donated to magical studies following natural demise (Mages' Guild Organ Donors).  The metallic exterior of the Compulsor prevents the effect of radiant damage from reaching its undead interior components.  after the Compulsor has suffered 60 damage from bludgeoning, piercing, or slashing, the immunity to radiant damage becomes a vulnerability.

 

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.

Monster Tags: undeadconstruct

Chickendaddy739

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