Huge Construct, Neutral
Armor Class 20 Arcane Armor, Heavy Plate
Hit Points 200 (30d12)
Speed 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
6 (-2)
WIS
9 (-1)
CHA
1 (-5)
Saving Throws STR +9
Damage Resistances Force, Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Senses Passive Perception 10
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Modular Build: The Autonomous Core is constructed of modular Golem Core pieces. Each individual portion has its own HP pool: 

  • Left Arm: 30 HP
  • Right Arm: 30 HP
  • Left Leg: 30 HP
  • Right Leg: 30 HP
  • Core: 80 HP

Total:  200 HP

Multiattack: The golem may make an attack with each arm every round as its Action. 

Overclock: At 50 total HP or lower in the Core, the Autonomous Core gains +2 to attack rolls, gains a 10 foot fly speed as it jettisons unstable energy through vents in its legs, and may take an additional bonus action per turn. 

 

 

Actions

Multiattack: The Core takes two attacks; Once with its Mageblade, and once with its Force Cannon. 

Mageblade: The Core makes a melee attack with its flickering integrated axeblades. + 8 to hit, 3d8 slashing + 1d8 Radiant on hit (Right Arm attack)

Force Cannon: The Core unleashes a blast of Force energy from its left arm cannon. Targeted creatures must succeed a DC12 DEX saving throw; on a failed save take 3d8 + 6 Force damage, half as much on a successful one. (Left Arm attack)

Overcharge: As its Force Cannon attack, the Core may instead choose to preserve energy and charge the cannon. Cannon attacks gain +1d8 damage per round of Overcharge, to a maximum of 6d8. At a full charge, the creature also takes 1d12 Fire damage on a failed save. 

Core Dump: The Core unleashes a 30ft cone of energy from its arcane power source. All creatures in this cone must make a CD12 DEX saving throw or take 6d8 Force damage and be knocked prone, half as much damage on a successful throw and instead moved to the closest edge of the cone by 5 feet. 

Bonus Actions

The Autonomous Core is too bulky to take Bonus Actions. 

Reactions

Stomp: As a reaction, while both legs are still above 0 HP, the Core may Stomp at any melee attacker who has successfully struck it. The target must succeed on a DC 10 DEX or DC12 STR saving throw (at their choice) or be thrown back 5 feet, knocked prone, and take 2d8 Bludgeoning damage. A successful throw evades all effects. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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 Autonomous Core is a marvel of modern Arcane Engineering: Standing nearly 10 Feet tall, weighing 4 tons, and boasting impressive autonomous combat abilities, this is a frequently chosen defensive weapon... for those who can afford it. The technology to create and maintain such a creature is prohibitively expensive, typically requiring the gold flow of a small nation to afford to purchase and maintain such a guard dog. Constructed of a variety of metallic alloys, it hosts inside a massively powerful Arcane Core: The source of its magical ability, as well as the host for its Arcane Intelligence unit, a small soul trapped and utilized for autonomous capabilities. 

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: Artificer

Catimus_Prime

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