| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 10 | +0 | +0 |
| CON | 25 | +7 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 30 | +10 | +28 |
| WIS | 28 | +9 | +22 |
| CHA | 5 | −3 | −3 |
Angelic Throne. This machine cannot be surprised. All INT and WIS saving throws done by Mechanized units within 500 ft. are instead done by this machine.
Neural Sensors. This machine can detect any conscious creature that enters a 500 ft. radius around it regardless of cover or concealment.
Reverence. All living creatures within 50 ft. of Chasan's center must make a WIS saving throw. On 10 or lower, the individual in question will become pacified and fall to their knees, entering a state of reverence. This effect can be broken if the reverend succeeds a DC 15 WIS saving throw.
Salvation. If all party members enter a state of reverence or if the party wills it, Chasan will grant salvation and assimilate the party.
Stand Before Divinity. All sentient creatures within 300 ft. take 1d4 psychic damage on any failed dice throw (hit, save, concentration, etc.).
Trinity. Chasan is guarded by 3 Templars. While fighting within 250 ft. of Chasan, the Templars are permanently Sanctified and gain 2 additional AC. When a Templar is defeated Chasan will consume 1 HP to fully repair them.
Shape of Knowledge. Chasan is invulnerable to all forms of damage and always has 9 HP. When all HP is depleted through their trait and all Templars are defeated, Chasan will cease combat and upload themselves to a different shell. When this occurs all Mechanized forces will deactivate themselves.
Immutable Form. This machine is immune to any spell or effect that would alter its form.
Observe. Chasan gauges the actions of those standing before them.
Targeting Prediction. Chasan grants +10 hit bonus to a Mechanized unit within vision.
System Diagnostics. Chasan deploys a maintenance drone.
Sanctify. The halo above Chasan begins spinning clockwise as it releases a pulse wave in a 150 ft. radius around them. All Mechanized units caught within gain a halo and become Sanctified for 3 turns. Sanctified units gain +3 hit bonus, +10 ft. movement, +3 to all saving throws and 33 bonus HP.
Condemn. The halo above Chasan begins spinning counter-clockwise as it releases a pulse wave in a 150 ft. radius around them. All non-Mechanized creatures that have attacked Chasan or a Sanctified unit gain a blackened halo and become Condemned for 3 turns. Condemned creatures gain -3 hit bonus and disadvantage to all INT, WIS and CHA saving throws.
Simulacrum. Chasan alters reality, limited to a 500 ft. radius. The environment changes depending on Chasan's knowledge about this world, this change may be flawed. Mechanized forces will no longer appear, instead, simulated copies of creatures native to this environment will appear, these copies can be flawed. All Turres and currently active Mechanized forces will follow Chasan into the altered reality. If Chasan is defeated while this effect is active reality becomes fractured, the party must escape the 500 ft. radius within 20 turns or collapse alongside it.
Description
A construct whose nature is nigh incomprehensible. Several cubic shapes levitate around a central device like a halo, they emit an almost hypnotic hum. This "melody" appears to soothe the emotions of individuals who hear it. When it speaks you do not hear it for there is no actual voice, you feel it, feel the intent, feel what it wants to transmit.
Chasan, they call themselves, the caretaker of this world's Sanctum. And they have been here, as witness, since the beginning.
Lair and Lair Actions
Inner Sanctum. On initiative count 5 1d8 medium or large sized Mechanized units and 2 huge sized non-aerial Mechanized units will reinforce Chasan once every 3 turns.
Cognitive Disruption Tower "Turris". At the beginning of combat Chasan raises two Turres out of the ground. Upon destruction each Turris take 3 turns to repair before reentering combat. The Turres scramble the pain receptors of all organic creatures within 100 ft., any attack taken by said creature is increased by an additional damage die of psychic damage (8d6 fire damage becomes 8d6 fire damage + 1d6 psychic damage). Creatures in range that have taken psychic damage must roll a DC 8 CON saving throw, on a fail the creature becomes stunned. The Turres have 70 HP and share the same AC and immunities/resistances as Chasan, they are also vulnerable to acid, force and psychic.
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Posted Sep 22, 2025regarding trinity, its meant to be 3 crusaders not templars
forgot to change it when i copied it from the other statblock