Medium Construct, Unaligned
AC 14 Reinforced Casing    Initiative −1 (9)
HP 85 (10d10 + 40)
Speed 0 ft., anchored
Mod Save
STR 16 +3 +3
DEX 8 −1 −1
CON 18 +4 +14
Mod Save
INT 10 +0 +0
WIS 12 +1 +8
CHA 5 −3 −3
Resistances Force, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Tremorsense 60 ft.; Passive Perception 11
Languages Understands Common plus two other languages but can’t speak
CR 5 (XP 1,800; PB +3)
Traits

Power Absorption. Whenever the conductor is subjected to any damage after Aether Discharge, for 1 round, it regains a number of Hit Points equal to the damage dealt instead.

Immutable Form. The golem can’t shape-shift.

Magic Resistance. The conductor has Advantage on saving throws against spells and other magical effects.

Zone Anchor. While the Aether Conductor is active, the area within 30 ft. is an Artificial Overlap Zone. Spellcasting and advanced tech both function, but each use builds instability.

Stability Threshold. The conductor begins with 0 Instability. Each spell of 1st level or higher, or tech item with a power source, used within the zone adds 1 Instability. At 5 Instability, a surge occurs (see Aether Discharge), and Instability resets to 0.

Grounded Design. Excess energy is automatically vented into the ground. 

Actions

Arc Lash. Melee Weapon Attack: +4, reach 10 ft., one target. Hit: 8 (1d8+4) lightning damage.

Grinding Resonance. Each creature within 5 feet of the conductor takes 3 (1d6) thunder damage.

Aether Pulse (Recharge 5–6). The conductor releases a stabilizing wave. Each creature within 20 feet must make a DC 14 Constitution saving throw. On a failure, the creature takes 10 (3d6) force damage and has disadvantage on the next attack roll or spell attack it makes before the end of its next turn. On a success, the creature takes half as much damage and suffers no disadvantage.

Aether Discharge (Triggered). When Instability reaches 5, arcs of energy discharge into the ground. Each creature within 10 feet must make a DC 14 Dexterity saving throw. On a failure, the creature takes 14 (4d6) lightning damage. On a success, the creature takes half as much damage.

 

Description

A buried or semi-exposed device designed to regulate overlap zones by shunting excess energy into controlled sinks. When damaged or overloaded, it becomes dangerous—but not malicious.

Habitat: Any

CriticalSushiRoll

Comments

Posts Quoted:
Reply
Clear All Quotes