Huge Construct, Typically Lawful Neutral
AC 22 (adamantine plating + Cataclysm Barrier)    Initiative +10 (20)
HP 475 (38d12 + 228)
Speed 50 ft., (rolling), 20 ft. when deployed
Mod Save
STR 28 +9 +9
DEX 16 +3 +10
CON 24 +7 +14
Mod Save
INT 18 +4 +11
WIS 18 +4 +11
CHA 14 +2 +2
Skills Arcana +10, Insight +10, Intimidation +8, Perception +10
Resistances Extra damage caused by Sneak Attack and Critical Hits
Immunities Fire, Lightning, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Truesight 120 ft.; Passive Perception 20
Languages Modron, Celestial; telepathic link with Mechanus units within 2 miles
CR 24 (XP 62,000, or 75,000 in lair; PB +7)
Traits

Cataclysm Barrier. When deployed, the Warden projects a 30-foot-radius barrier dome of solidified harmonic energy with 200 hit points. While active, it gains +3 AC and advantage on all saving throws. All allied constructs within the barrier gain +2 AC.

Law Engine Overdrive. The Warden may take an additional action on its turn once per combat.

Perfect Targeting. The Warden ignores half and three-quarters cover with its ranged attacks.

Absolute Order Field. Chaotic creatures that start their turn within 30 feet must succeed on a DC 21 Wisdom saving throw or be stunned until the start of their next turn.

Actions

Multiattack.The Warden makes four Oblivion Cannons attacks or two and one Annihilation Pulse.

Oblivion Cannon. Ranged Weapon Attack: +14 to hit, range 180/720 ft., one target. Hit: 40 (7d10 + 9) radiant damage.

Crushing Roll. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 47 (8d10 + 9) bludgeoning damage, and the target must succeed on a DC 23 Strength save or be knocked prone.

Annihilation Pulse (Recharge 5–6). All creatures of the Warden’s choice in a 60-foot radius must make a DC 21 Constitution saving throw, taking 63 (14d8) radiant damage and 36 (8d8) thunder damage on a failure, or half as much on a success. Chaotic creatures make the saving throw with disadvantage.

Overload Beam (Recharge 6). The Warden fires a devastating beam in a 120-foot line that is 10 feet wide. Each creature in the line must make a DC 21 Dexterity saving throw, taking 90 (20d8) radiant damage on a failure or half as much on a success. Structures take double damage.

Bonus Actions

Rolling Apocalypse. As a bonus action, the Cataclysm Warden can fold into a massive wheel, doubling its speed to 100 ft. and becoming immune to opportunity attacks. It can unfold as a bonus action.

Legendary Actions

Legendary Actions (3 per round)

  • Rolling Advance. The Warden folds, moves up to half its rolling speed, and unfolds without provoking opportunity attacks.

  • Barrier Flare. The Cataclysm Barrier flares, forcing creatures of its choice within 30 ft. to make a DC 19 Dex save or be blinded until the end of their next turn.

  • Suppressive Fire (Costs 2 Actions). The Warden makes two Oblivion Cannon attacks.

  • Judgment Pulse (Costs 3 Actions). All chaotic creatures within 30 ft. must make a DC 21 Wis save or be stunned and take 21 (6d6) radiant damage.

Description

Lore

Forged in the Deep Gear Forges beneath Primus’ Throne, the Type-U Cataclysm Warden stands as the ultimate frontline destroyer of Mechanus. These constructs are the final escalation, deployed only when entire regions must be purged of chaos with overwhelming precision and firepower.

Unlike its smaller kin, the Cataclysm Warden is built for total battlefield control. It rolls across planar battlefields like a collapsing star of radiant law — a living siege engine that can lock down entire armies beneath its impenetrable barrier field and relentless radiant artillery.

Its logic core is said to be linked directly to the Great Modron Cathedral, allowing it to predict enemy movements with near-perfect accuracy. To stand against one is to face the will of Mechanus itself.

Lair and Lair Actions

Lair / Battlefield Actions

When fighting near a Law Node or in Mechanus, on initiative count 20:

  • Harmonic Reversal. All hostile spell effects within 60 ft. are countered and dispelled.

  • Gearstorm. Constructs allied to the Warden may take a Dash or Attack action immediately.

  • Cataclysm Amplifier. The Cataclysm Barrier regains 100 hit points and doubles in size for one round.

Monster Tags: construct

Habitat: Planar (Mechanus)

Treasure:  Arcana ,  Armaments

WilliamTaylor7652

Comments

Posts Quoted:
Reply
Clear All Quotes