Large Construct, Neutral
AC 18 Mechanical Shell    Initiative +4 (14)
HP 210 (30d10 + 50)
Speed 30 ft., Fly 120 ft.
Mod Save
STR 24 +7 +13
DEX 19 +4 +4
CON 24 +7 +13
Mod Save
INT 15 +2 +2
WIS 15 +2 +2
CHA 5 −3 −3
Skills Perception +6
Vulnerabilities Force, Radiant
Resistances Cold
Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned, Unconscious
Senses Darkvision 120 ft.; Passive Perception 16
Languages None
CR 18 (XP 20,000; PB +6)
Traits

Angelic Authority. This machine cannot be surprised. If the Authority is struck by radiant damage it loses 10 EN and becomes blinded for 1 turn regardless of immunity.

Voltaic Energy Generator. The Crusader begins combat with 100 energy (EN). If the Crusader reaches 0 EN it becomes incapacitated for 1 turn after which it recovers 100 EN. Recover 20 EN at the end of every turn.

Galvanize. Some of the Crusaders attacks leave their targets Galvanized. Galvanized targets deal an additional 1d20 lighting damage on weapon attacks and gain 10 ft. movement. Should a Galvanized creature take lighting damage the lighting damage in question will bounce to all other Galvanized creatures within 10 ft. once at half its original power.

IR Sensors. This machine can launch ranged attacks against targets hiding behind cover and can see through invisibility.

Regenerative Hull. This machine begins restoring 1d12 HP every turn if it has not received damage for 1 round.

Conduit. Whenever the Crusader takes lighting damage it gains temporary HP equal to damage taken + 2d12.

Pulse Drive. The Crusader engages its boosters and begins skating across the ground. It can spend 10 EN to move an additional 10 ft.

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

Actions

Arclight Halberd: Maelstrom. Melee Weapon Attack. The Crusader begins swinging its halberd around itself in a circular motion whipping up a small storm of charged particles before finally expanding it around itself. All creatures within 10 ft. will take 1d12 slashing damage + 2d10 lighting damage on the initial swing. Then, on release, the area of effect expands to 50 ft., all creatures inside take an additional 3d10 lighting damage. The additional damage can be halved if the affected creature succeeds a DC 12 CON saving throw. This attack consumes 30 EN and generates 5 EN for every non-mechanical creature that fails the saving throw of the aftershock.

Arclight Halberd: Heaven's Descent. Melee Weapon Attack: +10 to hit, range 60 ft., one target. The Crusader leaps into the air before slamming its halberd into the ground, dealing 2d20 piercing damage + 1d12 lighting damage in a 20 ft. radius. The terrain struck by this attack becomes Galvanized for 1 turn. All non-mechanical creatures that step in it become Galvanized for 1 turn. This attack consumes 20 EN + 5 EN for every 10 ft. travelled.  

Arclight Seax: Luminous Rend. Melee Weapon Attack: +10 to hit, range 80 ft. Hit: 3d12 lighting damage. The Crusader slashes horizontally sending an arc of energy that is 20 ft. wide that hits all creatures in its path. This attack consumes 40 EN and recovers 10 EN per creature hit by the slash.

Arclight Seax: Galvanic Fang. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 3d12 piercing damage + 2d8 slashing damage + 1d8 lighting damage. The Crusader stabs a creature it can see with its seax before lacerating it. The creature that is stabbed must succeed a DC 16 CON saving throw or become Galvanized and bleed for 1d8 piercing damage every turn for 2 turns. This attack consumes 30 EN.

Firestorm Missile Pods. Ranged Weapon Attack. This weapon immediately fires 6 missiles into the sky, they land on the next turn in a rectangular formation, each one having a radius of 20 ft. and dealing 3d20 fire damage. The Crusader has a pod on each shoulder, each taking 2 turns to reload after firing. The missiles cannot be fired against targets within 20 ft.

Bonus Actions

Adaptive Combat Measures. The Crusader swaps armaments. This bonus action has different additional effects depending on what armament the Crusader swaps to. Arclight Halberd: the Crusader backpedals 20 ft. before charging forward up to 60 ft., skewering a target for 3d12 piercing damage, it then electrocutes the target for an additional 1d12 lighting damage that bounces to all creatures within 10 ft., on a successful DC 18 DEX saving throw the damage taken is halved and there is no additional lighting damage, this attack consumes 10 EN + 5 EN for every 10 ft. it charged. Arclight Seax: the Crusader draws its seax and prepares to counter-attack, the next melee attack that targets the Crusader will be done at disadvantage, if it misses, the Crusader will strike back dealing 3d12 slashing damage + 1d12 lighting damage to the attacker and regain 25 EN, this can only happen once per activation.

 

Angshanaju

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