Large Construct (Inevitable), Lawful Neutral
Armor Class 20 Natural Armor
Hit Points 275 (22d10 + 154)
Speed 40 ft., Fly 40 ft. (hover)
STR
22 (+6)
DEX
16 (+3)
CON
24 (+7)
INT
18 (+4)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws STR +12, CON +13, INT +10, WIS +11
Skills Arcana +11, Investigation +11, Perception +12
Damage Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Radiant
Senses Truesight 120 ft., Passive Perception 22
Languages All but usually communicates through a series of beeps and boops
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Immutable Form. Axis is immune to any spell or effect that would alter its form.

Spell Absorption (Levels 1-9). When Axis is targeted by a spell, it can use its reaction to absorb the spell's energy. If it does, Axis takes no damage and suffers no effects from the spell. Instead, Axis regains a number of hit points equal to the spell's level multiplied by 5 (minimum 5 hit points). If Axis absorbs a spell of 7th level or higher, it gains one use of a legendary action (up to its maximum) until the start of its next turn.

Magic Resistance. Axis has advantage on saving throws against spells and other magical effects.

Aura of Order. Any creature hostile to Axis that starts its turn within 30 feet of Axis has its speed reduced by 10 feet until the start of its next turn. This effect does not stack.

Hover. Axis can hover.

Actions

Multiattack. Axis makes three attacks. It can replace one attack with a use of its Scan or Missile Barrage.

Robotic Arm. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 9 (2d8) force damage.

Laser Beam. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 20 (3d8 + 7) radiant damage. If the target is a construct or an elemental, it takes an additional 9 (2d8) radiant damage.

Scan. Axis targets one creature it can see within 60 feet of it. Axis learns the target's damage vulnerabilities, resistances, immunities, and condition immunities, if any, as well as its current hit points.

Missile Barrage (Recharge 5-6). Axis launches a volley of missiles in a 30-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 35 (10d6) force damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Axis can take 3 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. Axis regains spent legendary actions at the start of its turn.

Detect. Axis makes a Wisdom (Perception) check.

Move. Axis moves up to half its speed without provoking opportunity attacks.

Overcharge Beam (Costs 2 Actions). Axis fires an intensified laser beam. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 32 (5d8 + 10) radiant damage.

System Reboot (Costs 3 Actions). Axis restores 20 hit points to itself and ends one of the following conditions affecting it: blinded, deafened, paralyzed, or stunned.

SurgDexil

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