Medium Construct, Lawful Neutral
AC 21 (clockwork armor)    Initiative +14 (24)
HP 340 (40d8 + 160)
Speed 40 ft.
Mod Save
STR 14 +2 +2
DEX 18 +4 +13
CON 18 +4 +4
Mod Save
INT 30 +10 +19
WIS 24 +7 +16
CHA 22 +6 +15
Skills Arcana +17, Insight +14, Investigation +17, Perception +14, Persuasion +13
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities All damage from spells, Lightning, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft.; Passive Perception 24
Languages Modron, Celestial, Infernal; telepathic link to all Mechanus constructs on the same plane
CR 29 (XP 135,000, or 155,000 in lair; PB +9)
Traits

Absolute Command. All Mechanus constructs within 5 miles of the Grand Strategos gain a +3 bonus to attack rolls, saving throws, and ability checks. They cannot be frightened or charmed while within this range.

Strategic Omniscience. The Strategos can never be surprised, and all initiative rolls are made with advantage. On initiative rolls, it always acts on 30 unless another creature also rolls 30 — then it acts first.

Perfect Logic. Any effect that relies on illusion, deception, or chaos magic automatically fails against the Strategos. Chaotic creatures have disadvantage on all saves against its abilities.

Legendary Resistance (5/Day). If the Strategos fails a saving throw, it can choose to succeed instead.

Spellcasting. The Grand Strategos is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). It can cast spells without material components.

Prepared Spells:

Actions

Multiattack. The Strategos makes three Harmonic Disruptor Staff attacks or uses a spell.

Harmonic Disruptor Staff. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d10 + 7) force damage plus 18 (4d8) radiant damage.

Tactical Overload (Recharge 5–6). The Strategos sends a wave of data bursts across Mechanus frequencies. Each enemy creature of its choice within 120 ft. must make a DC 25 Intelligence saving throw. On a failed save, they take 63 (14d8) psychic damage and are stunned until the end of their next turn. On a success, they take half damage and are not stunned.

Perfect Command (1/Day). The Strategos selects up to 50 constructs under its command within 1 mile. Those constructs immediately act as if they had their turn — moving and attacking as directed.

Bonus Actions

Harmonic War Network. The Strategos can communicate telepathically with all constructs under its command regardless of distance, granting them coordinated attack formations. As a bonus action, it can issue one of the following commands to up to 20 constructs:

  • Advance (move and attack)

  • Defend (gain +2 AC and advantage on saves)

  • Focus Fire (advantage on attacks against a chosen target)

  • Perfect Harmony (each construct may take one additional attack this turn)

Reactions

Supreme Calculation. The Strategos can use a reaction to force a reroll of any attack roll, saving throw, or ability check made within 120 ft. It can do this 5 times per long rest.

Legendary Actions

Legendary Actions (3 per round)

  • Tactical Directive. One allied construct within 120 ft. makes an attack or moves up to its speed.

  • Cognitive Counter. The Strategos forces a creature it can see to reroll a successful attack roll or saving throw.

  • Harmonic Pulse (Costs 2 Actions). Each enemy within 30 ft. must succeed on a DC 22 Constitution saving throw or take 27 (6d8) radiant damage and be pushed 20 ft.

  • Command Recalibration (Costs 3 Actions). All allied constructs within 120 ft. regain 30 hit points and can immediately reroll one failed saving throw.

Description

 

Lore

At the dawn of the Eternal Equation, when the Gears of Primus first began to turn, four Grand Strategos Units were forged in the Sanctum of Absolute Law — a place no mortal has ever seen and lived to describe. Unlike lesser tactical constructs, these four are unique, singular entities created by Primus itself.

They are known simply as:

  • Aureus (Gold) — Supreme Coordinator of the Central Cog (Prime Command).

  • Viridis (Green) — Arbiter of Defense and Internal Order.

  • Ruber (Red) — Executor of War and External Conquest.

  • Caeruleus (Blue) — Keeper of Stratagem and Planar Logistics.

Each commands entire legions of Mechanus constructs through perfectly synchronized telepathic harmonic frequencies, capable of shaping entire wars like a symphony. They see the battlefield not in real time but in totality — every gear turn, every breath of an enemy, already calculated before it occurs.

Their presence is so absolute that when one speaks, entire armies shift formation. They do not simply give commands; they are the will of Mechanus made manifest.

 

Lair and Lair Actions

Lair / Battlefield Actions

On initiative count 20 (losing ties):

  • Command Chorus. All constructs allied with the Strategos act with advantage on attack rolls and saving throws until the next round.

  • Disruptive Pulse. All chaotic creatures within 120 ft. must succeed on a DC 25 Wisdom saving throw or be incapacitated until the end of their next turn as their thoughts are forced into rigid patterns.

  • Gearshift Reality. The battlefield itself shifts: walls and terrain move 30 ft. in Mechanus’ favor, repositioning allied constructs strategically.

Monster Tags: construct

Habitat: Planar (Mechanus)

Treasure:  Any

WilliamTaylor7652

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