Large Construct (Cleric, Mythos, Paladin, Warforged), Lawful Good
AC 21 (Divine Astral Plate)    Initiative +13 (23)
HP 362 (25d12 + 200)
Speed 30 ft.
Mod Save
STR 25 +7 +13
DEX 13 +1 +1
CON 27 +8 +14
Mod Save
INT 18 +4 +4
WIS 20 +5 +5
CHA 23 +6 +12
Skills Arcana +16, Athletics +19, History +16, Insight +11, Intimidation +18, Medicine +17, Perception +11, Persuasion +18, Religion +16, Survival +11
Resistances Cold, Necrotic, Psychic, Radiant
Immunities Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Blinded, Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Gear Astral Annihilator, Guardian Shield
Senses Truesight 120 ft.; Passive Perception 21
Languages Abyssal, Celestial, Common, Deep Speech, Draconic, Dwarvish, Giant, Gnomish, Infernal, Primordial, Sylvan
CR 20 (XP 25,000; PB +6)
Traits

Immutable Form: A.D.14 is immune to any ability, spell, or effect that would alter their form. 

Legendary Resistance (4/Day). If A.D.14 fails a saving throw, they can choose to succeed instead. 

Magic Resistant Construction. A.D.14 has Advantage on saving throws against spells and other magical effects, and spell attack rolls made against them have Disadvantage. 

Mechanical Nature. The A.D.14 doesn't need air, food, water, or sleep. Additionally because of their construction, A.D. can't magically or naturally age. 

Astral Guidance. A.D.14 emanates a 30 foot aura that gives a bonus to saving throws and initiative equal to their Charisma modifier. Any allies in the aura get a bonus equal to +6. 

Presence of The Astral Guardian. Any ally within 30 feet of A.D.14 gains the following benefits unless A.D.14 is Incapacitated:

  • Immunity to the Frightened condition. If a Frightened ally gets within 30 feet of A.D.14, the Frightened condition ends. 
  • Advantage on Intelligence, Wisdom, and Charisma Saving Throws.
  • Resistance to Psychic damage.

Planar Threat Protocol: When A.D.14 becomes Bloodied, their system's senses and combat skills are enhanced against outer planar threats. If the threat is an Aberration, Elemental, Fey, Fiend, Undead, or a Celestial (with an Evil alignment), A.D.14 has Advantage on all attack rolls and their Astral Annihilator deals an extra 1d8 Radiant damage against said threats for 1 minute. 

"But They Refused."  If A.D.14 reaches 0 hit points, their sheer determination to destroy their enemies pushes them beyond death, resulting in an divine explosion that deals 28 (5d10) Radiant damage to all creatures in a 15 foot radius. This explosion of divine energy revives A.D.14, bringing them up to a number of Hit Points equal to the amount remaining from Blessing of the Divine and making them resistant to all damage. This lasts until either A.D.14 is at 0 Hit Points or combat ends. 

Mounted Combatant. A.D. can use Find Greater Steed in their spell list and summon their trusty companion Halo, a Huge Pegasus (2024) that A.D. mounts and goes into battle with. While A.D.14 mounts Halo, they gain the following benefits:

  • Mounted Strike. While mounted, A.D.14 has Advantage on attack rolls against any unmounted creature within 5 feet of Halo that is at least one size smaller than him.
  • Leap Aside. If Halo is subjected to an effect that allows him to make a Dexterity Saving Throw to take only half damage, he instead takes no damage if he succeeds on the saving throw and only half damage if he fails. For Halo to gain this benefit, A.D.14 must be riding him, and neither of them can have the Incapacitated condition.
  • Veer. While mounted, A.D.14 can force an attack that hits Halo to hit themselves instead as long as A.D. doesn't have the Incapacitated condition.
Actions

Multiattack. A.D.14 can use Axiom Lance (If Available) but can't cast a spell with Divine Casting or attack with either Astral Annihilator or Astral-Eye Rays. Otherwise, A.D.14 attacks twice with either Astral Annihilator or Astral-Eye Rays in any combination and can cast a spell with Divine Casting. They can replace Divine casting with Dread of the Aberrant Destroyer. 

Astral Annihilator. Melee or Ranged Weapon Attack Roll: +13, reach 10 ft. or range 60 ft. Hit: 21 (4d6 + 7) Bludgeoning damage plus 23 (5d8) Radiant damage. On a hit, a creature must make a DC 21 Strength Saving throw or be pushed back 15 feet away or be knocked Prone (A.D.14's choice).

Astral-Eye Rays. Ranged Weapon Attack Roll: +12, range 120 ft. Hit: 28 (4d10 + 6) Force damage. 

Dread of the Aberrant Destroyer.  A.D.14's sheer overwhelming presence can castigate unworldly beings. Each creature of A.D.14's choice that is within 60 feet of them and can either see their holy symbol or hear A.D.14, must succeed a DC 20 Wisdom Saving Throw or be Turned for 1 minute or until they take damage. Aberrations, Elementals, Fey, Fiends, Undead, or Celestials (with an Evil alignment), roll the save with Disadvantage. On a success, a creature is immune to this effect/ability for 24 hours. 

A Turned creature must spend its turns trying to move as far away from A.D. as it can and it can't willingly end its movement in a space within 30 feet of A.D. For its action, it can use only the Dash action or if there's nowhere to move, the creature can take the Dodge action. 

Axiom Lance (Recharge 5-6). A.D.14 charges up the energy core on their chest and fires a massive beam of celestial cosmic energy in a 150-foot-long, 10-foot-wide line. All creatures hit with the beam must make a DC 20 Dexterity Saving Throw or take 6d10 Radiant damage and 6d10 Force damage on a failed save or half as much damage on a successful one. 

Divine Casting. A.D.14 essentially functions as a paladin and a cleric, giving them access to both paladin and cleric spells. As a part of their action, they can cast the following spells using Charisma as the spellcasting ability (spell save DC 20):

Cantrips: Guidance, Light, Thaumaturgy, Mending

At Will: Purify Food and Drink, Protection from Evil and Good, Create or Destroy Water, Detect Poison and Disease, Create Food and Water, Remove Curse, Speak with Dead, Sending, Gentle Repose, Find Greater Steed, Commune, Ceremony

3/Day Each: Laeral's Silver Lance, Prayer of Healing, Cure Wounds (level 2 version), Aid, Beacon of Hope

2/Day Each: Banishment, Spirit Guardians (level 4 version)

1/Day Each: Mass Cure Wounds, Hallow

Bonus Actions

Greater Divine Sense. A.D.14 opens their awareness to detect Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. For 1 hour or until they have the Incapacitated condition, they know the location of any creature of those types within 1 mile of themselves and they know its creature type. Within the same radius, A.D.14 can also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. 

Blessing of the Divine. A.D.14 can use up to a pool of 150 points of healing to restore a number of Hit Points to a creature they touch (which can also be themselves) up to the maximum amount remaining in the pool. A.D.14 only ever has 150 points of healing a day. 

Additionally, A.D.14 can also expend a number of those points of healing to perform one of the following blessings. Though using these points in this way doesn't also restore Hit Points to the creature.

  • A.D.14 expends 5 points of healing to remove one or more of the following conditions from a creature: Poisoned, Blinded, Charmed, Deafened, Paralyzed, Petrified, or Stunned
  • A.D.14 expends 10 points of healing to remove 1 level of Exhaustion
  • A.D.14 expends 50 points of healing to restore any reduction to a creature's ability scores and, or Hit Point maximum
  • A.D.14 expends 100 points of healing to revive a creature who has died in the last 24 hours. The creature revives with 1 Hit Point. A creature is unable to be revived if it has died of old age, nor can any missing limbs be restored.

Divine Aid (3/Day Each). A.D.14 casts, Bless, Sanctuary, Shield of Faith, Healing Word (level 2 version), or Mass Healing Word using the same spellcasting ability as Divine Casting. 

Reactions

Interpose Shield. If A.D.14 is subjected to an effect that allows them to make a Dexterity Saving Throw  to take only half damage, they can take a Reaction and raise up their shield to take no damage if they succeed on the saving throw. 

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, A.D.14 can expend a use to take one of the following actions. A.D.14 regains all expended uses at the start of each of her turns. 

Frightful Abjuration (Costs 2 Actions). A.D.14 can target a number of creatures equal to their Charisma modifier that they can see within 60 feet of themselves. Each creature must succeed on a DC 20 Wisdom Saving Throw or have the Frightened condition for 1 minute or until they take damage. While Frightened in this way a creature can do only one of the following on its turns: move, take an Action, or take a Bonus Action. A creature can repeat the save at the end of each of its turns, ending the effect on a success. 

Step of Security (Cost 1 Action). A.D.14 can teleport using any ally they can see within 120 feet of them. When A.D.14 teleports, they can either teleport to any unoccupied space within 5 feet of an ally or swap places with an ally to potential put them in a more favorable position during combat. If A.D.14 is mounting Halo, Halo teleports alongside with them. 

Extra Attack. A.D.14 can move up to their full speed without provoking an opportunity attack and make one attack with either Astral Annihilator or Astral-Eye Rays.

 

Description

Paladins, known for their holy might and power they wield against the forces of evil, have always meant that paladins are very effective combatants against anyone, and then become exceptional against Fiends and the Undead. However, throughout the multiverse and the outer planes, their are threats that exist beyond the normal bounds that paladins travel and these threats are a danger to multiple planar realms. These threats are alien, extraterrestrial creatures known as Aberrations. 

Now one of the 4 Council members of The Everwatch of Planar Protection, A.D.14 was the first ever recorded creature to take on the Oath of the Watchers, an oath where one swears to protect the cosmos and the planes from outer planar threats. This happened when their creator and the creator's people had their home planet invaded and attacked by Mind Flayers. As the invasion went on, A.D., being mostly a construct, was pretty much unaffected by the Illithid's mental assault and domination was fought back against the invasion. A.D. showed so much tremendous power that it forced the Illithids to retreat and afterwards, A.D.14 would leave to search for more individuals to take up the Oath of the Watchers and fight back against all Outer Planar threats throughout creation. 

A.D.14 was original just named C.14 for "Construct 14" but changed his named to A.D.14 meaning "Aberrant Destroyer". They wield a incredibly power maul called "The Astral Annihilator" and a near indestructable shield known as the "Guardian Shield". A.D.'s structure was reinforced with Divine Astral Plate metal that makes them incredibly resistant to spells and magical attacks, as well as increased their size, with A.D. now standing at 12'4" and weighing 1,134 lbs (514 kgs). A.D. also has a special holy symbol that allows them to cast Word of Recall or Plane Shift at will depending on where A.D. needs to be at any given moment. 

 

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