Large Construct, Unaligned
Armor Class 22 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 30 ft.
STR
24 (+7)
DEX
11 (+0)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Saving Throws DEX +5, CON +10, WIS +5
Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Tremorsense 120 ft, Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Legendary Resistance. The champion has 3 uses of legendary resistance.

Champions Blade. The golem's sword deals 1d8 radiant in addition to its regular damage.On a sucessful hit, the target must make a DC 15 Con save. On a failure, the target loses 1d4 spell slots. the spell level counts towards the lost spells. Ex. if the d4 rolls a 4, the target may lose 4, 1st level spell slots or 1, 4th level spell slot. If the target chooses to lose a 5th level spell or above, the remainder returns to the correspondant spell slot. Ex, if the target must lose 4, the target can lose their 7th level and gain a 3rd level spell. 

Antimagic Cone. As a Bonus action, the champion may either activate or deactivate an antimagic cone. The champion can create an area of antimagic, as in the anti magic field spell, in a 30 foot cone. At the start of each of its turns, the Champion decides which way the cone faces and whether the cone is active. The area works against the champions hunters mark

Actions

Multiattack. The golem makes two melee attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Blade of Steinfaest. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.

Hit: 23(3d10+7) Slashing plus 4 (1d8) Radiant. On a sucessful hit, the target must make a DC 15 Con save. On a failure, the target loses (1d4) spell slots. . 

Blinding Radiance (Recharge 6). The Champion exhales divine power in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 52(15d6) radiant damage on a failed save, or half as much damage on a successful one. on a failed save, the target is blinded until the start of its next turn.

Bonus Actions

Antimagic Cone. As a Bonus action, the champion may either activate or deactivate an antimagic cone. The champion can create an area of antimagic, as in the anti magic field spell, in a 30 foot cone. At the start of each of its turns, the Champion decides which way the cone faces and whether the cone is active. The area works against the champions hunters mark

Hunters Mark (3/day): the champion may maintain concentr⁠ation on the mark for up to 24 hours. It chooses a creature it can see within range and mystically marks it as its quarry. Until the spell ends, it deals an extra 1d6 damage to the target whenever it hits it with a weapon attack, and the guardian has advantage on any Wisdom (Perception) or Wisdom (Survival) check it makes to find it. If the target drops to 0 hit points before this spell ends, it can use a bonus action on a subsequent turn of the guardian to mark a new creature.

Dimension Door(3/day):  The champion may use the dimension effect on itself as a bounus action. Range: 500 feet You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

Scrying(1/day): The Champion can cast scrying as an effect once per day

Teleport(1/day):  The Champion can cast Teleport as an effect once per day

Spirit Guardians(1/day):  The champion casts Spirit guardians on itself as an effect, lasting for a 5 minute duration and not requiring concentration. Within the 15ft radius, an affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage 

Reactions

Mage Slayer: When a creature within 5 feet of you casts a spell, the Champion can use its reaction to make a melee weapon attack against that creature

Hallowed Defeat: upon being reduced to 0 hit points, the guardian immediately takes a reation to instentaniously cast the hallow spell. In its place forms a guardian of faith.

Legendary Actions

The Champion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Slam (1 legendary action)

Blade of  Steinfaest (1 legendary action)

Bonus Action (2 Legendary actions). The champion can use any bonus actions it has availible to it

Description

The Champion of Steinfaest was constructed at the same time as steinfast itself and from the same material. Designed to be a defensive and offensive weapon in the war against lichdom.  When the Champion is defeated, it returns to the bones of Steinfast where it takes 1d100 years to regenerate. It is the guardian and steward of the hall when Leigh is away and a powerful companion when warring with evil.  The Champion obeys orders from Paladins and Clerics whose alignment are good. If the Champion is not regenerating, it can be summoned with a 5th level spell.

The Champion behaves on the following patterns: 1. Eliminate anyone that is not under the zone of truth. 2. Defend anyone who is under the zone of truth. 3. Obey direct orders from any Paladin or Cleric who falls under the good alignment.  

Lair and Lair Actions

Steinfaest 

Thousands of gallons of molten adamantine were poured into a three story mold that took decades to design, and decades more to gather materials, manpower and to properly construct. The result was a keep, infused with its own defenses against immortal enemies. A fortress guarded against the ravages of time and a beacon of hope for those who dared to fight these enemies. The keep is in a Gothic Style and has sunken into the marsh.

On initiative count 20 (losing initiative ties), the Champion takes a lair action to cause one of the following effects; the Champion can’t use the same effect two rounds in a row

  1. The keep cast bane selecting up to 6 targets, DC 17 Charisma save. The effect last for 1 minute and targets can roll to save at the start of their turn.
  2. The Keep cast Hold person, selecting up to three targets. DC 17 Wisdom save.
  3. The keep emits (1d12) spectral forms of the fallen champions that defended it. These fallen champions use the stat blocks of a skeleton and last for two rounds
  4. The keep grants (3d10) temporary hit points to the champion.
Threepintsdeep

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