Large Construct, Typically Lawful Neutral
AC 21 (arcane plating + Harmonic Barrier)    Initiative +9 (19)
HP 275 (22d10 + 154)
Speed 40 ft., (rolling), 20 ft. when deployed
Mod Save
STR 24 +7 +7
DEX 16 +3 +3
CON 24 +7 +13
Mod Save
INT 20 +5 +11
WIS 18 +4 +10
CHA 14 +2 +2
Skills Arcana +10, Insight +9, Investigation +10, Perception +9
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Senses Truesight 120 ft.; Passive Perception 19
Languages Modron, Celestial, telepathic link to Mechanus units within 1 mile
CR 18 (XP 20,000, or 22,000 in lair; PB +6)
Traits

Harmonic Command Field. While deployed, allied constructs within 60 feet gain +2 to attack rolls and saving throws, and they can reroll 1s on damage dice.

Adaptive Targeting. The Prime Warden can analyze enemy resistances. After it damages a creature, its next attack against that creature ignores resistance to radiant, lightning, or thunder damage.

Order Absolute. The Prime Warden cannot be charmed, frightened, or magically compelled to act against Mechanus.

Actions

Multiattack. The Prime Warden makes four Harmonic Cannon attacks or three and one Radiant Detonation.

Harmonic Cannon. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 27 (6d8 + 6) radiant damage.

Radiant Detonation. Ranged Weapon Attack: +11 to hit, range 90 ft., one target. Hit: 36 (8d8) radiant damage, and all creatures of its choice within 15 feet must succeed on a DC 18 Dexterity saving throw or take 18 (4d8) radiant damage and be pushed 10 feet away.

Harmonic Singularity (Recharge 6). The Prime Warden unleashes a concentrated beam of pure law energy in a 60-foot-long, 10-foot-wide line. Each creature in that line must make a DC 18 Dexterity saving throw, taking 63 (14d8) radiant damage and 27 (6d8) force damage on a failed save, or half as much on a success. Chaotic-aligned creatures make this save with disadvantage.

Spellcasting. The steel predator casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability:

3/day each: dimension door (self only), plane shift (self only)

Stunning Roar (Recharge 5–6). The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 33 (6d10) thunder damage, drops everything it’s holding, and is stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn’t stunned.

Bonus Actions

Harmonic Barrier. As a bonus action, the Prime Warden can project a 20-foot-radius golden energy dome. It has 100 hit points and grants the Warden +3 AC while active.

Rolling Convergence. As a bonus action, the Prime Warden can fold into a wheel-like form, gaining a speed of 80 ft. and immunity to opportunity attacks. It can unfold as a bonus action, resuming combat stance.

Legendary Actions

Legendary Actions (3 per round)

  • Command Subroutine. Up to two allied constructs within 60 feet can immediately move up to half their speed and make one weapon attack.

  • Barrier Surge. The Prime Warden restores 30 hit points to its Harmonic Barrier.

  • Lawfire Pulse (Costs 2 Actions). It releases a pulse of harmonic light; all enemies within 20 feet must succeed on a DC 18 Constitution save or take 27 (6d8) radiant damage and be blinded until the end of their next turn.

Description

Lore

The Type-Q Prime Warden is the pinnacle of Mechanus’ autonomous warfare design — a construct whose purpose is not only to destroy but to calculate, predict, and orchestrate entire battles in perfect symmetry.

Built in the Vault of the Endless Equation, Prime Wardens are hyperintelligent war machines equipped with multi-dimensional logic cores — crystalline matrices that hum with the pure language of Law. Each one serves as a field general to thousands of lesser constructs, guiding them through synchronized tactics and harmonic coordination.

When deployed, Prime Wardens roll into combat like a blazing comet of radiant metal, unfolding into towering command platforms that project Harmonic Arrays — radiant holographic runes that enhance nearby Mechanus forces and crush chaotic energies with overwhelming precision fire.

Their presence is both a blessing to Mechanus’ armies and a harbinger of doom to all who oppose the gears of order.

Lair and Lair Actions

Lair / Battlefield Actions

When fighting in a Mechanus-aligned zone or near a Law Node, on initiative count 20 (losing ties):

  • Harmonic Overlap. All constructs allied to the Prime Warden within 60 ft. gain temporary hit points equal to 10 + its Intelligence modifier.

  • Perfect Synchrony. The Prime Warden may immediately take the Command Subroutine legendary action for free.

  • Overload Cascade. All chaotic creatures within 30 ft. must succeed on a DC 18 Wisdom saving throw or become incapacitated until the next round as their thoughts are overwhelmed by structured logic.

Monster Tags: construct

Habitat: Planar (Mechanus)

Treasure:  Armaments

WilliamTaylor7652

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