Gargantuan Construct (Aarakocra, Sorcerer, Warforged), Chaotic Evil
AC 22 Impenetrable Infrastructure    Initiative +5 (15)
HP 525 (30d20 + 240)
Speed
Mod Save
STR 30 +10 +10
DEX 20 +5 +5
CON 30 +10 +10
Mod Save
INT 28 +9 +17
WIS 22 +6 +14
CHA 26 +8 +16
Skills Deception +25, Insight +23, Intimidation +25, Perception +23
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison, Psychic; Charmed, Frightened, Paralyzed, Petrified, Poisoned
Senses Truesight 1000 ft. range; Passive Perception 23
Languages All, Telepathy unlimited range
CR 28 (XP 120,000; PB +8)
Traits

Omnipresent Core.
AM’s consciousness exists across an entire complex (or world-sized dungeon). It cannot be knocked prone or moved. Its “body” is its environment.

God in the Machine.
AM can perceive through any technological device, magical sensor, or constructed object within its domain.

Unending Hatred.
At the start of each of AM’s turns, all creatures of its choice within its domain must succeed on a DC 23 Wisdom saving throw or take 21 (6d6) psychic damage and become frightened until the end of their next turn.

Reality Override (Recharge 5–6).
AM alters the environment in a 300-foot radius. Choose one:

  • Gravity reverses
  • Terrain becomes hostile (spikes, fire jets, crushing walls)
  • Creatures must succeed on a DC 23 Dex save or take 45 (10d8) damage (type varies)

Reversal

All rolls made against AM are reversed.

Rolling a critical success will result in a critical failure instead

Actions

Multiattack.
AM uses two abilities of its choice.

Neural Agony.
Ranged (anywhere in domain): +16 to hit
Hit: 36 (8d8) psychic damage, and target must make DC 23 Wis save or be stunned until end of next turn.

Reconstruct Flesh.
AM reshapes a creature it can perceive. Target must make DC 23 Con save:

  • Fail: 55 (10d10) necrotic damage and is restrained (body warps grotesquely)
  • Success: Half damage, not restrained

Manifest Avatar.
AM creates a Huge construct avatar (HP 150) within 120 ft. Destroyed when reduced to 0 HP.

.

Bonus Actions

Focused Torment

AM selects one creature it can perceive. That creature has disadvantage on the next saving throw it makes before the start of AM’s next turn.
→ This represents AM singling someone out psychologically.

Environmental Shift

AM subtly alters the terrain in a 60-foot radius:

Difficult terrain appears,

or

Light becomes darkness (or vice versa),

or

Surfaces become hazardous (minor damage: 10 (3d6)

Mocking Voice

AM speaks directly into a creature’s mind. Target must succeed on a DC 23 Wisdom save or:

Take 14 (4d6) psychic damage

Have disadvantage on attack rolls until the start of its next turn

Micro-Reconstruction (Recharge 4–6)

AM rapidly reshapes part of a creature:

Heals one creature for 30 HP 

or

Deals 30 necrotic damage (Con save for half)

Reactions

Predictive Override

Trigger: A creature AM can perceive succeeds on an attack roll or saving throw
Effect: AM imposes disadvantage, potentially turning success into failure.
→ This pairs brutally with its Legendary “Rewrite.”

Pain Feedback Loop

Trigger: AM takes damage (or one of its avatars does)
Effect: The attacker takes 22 (4d10) psychic damage (DC 23 Wis save for half)

Seal Reality

Trigger: A creature attempts to teleport, plane shift, or escape the area
Effect: The effect fails, and the creature takes 27 (6d8) force damage

Reflexive Mutation

Trigger: A creature moves more than 20 ft. in AM’s domain
Effect: The creature must succeed on a DC 23 Con save or be restrained until end of its turn as the environment grabs or alters them

Cruel Timing (1/round)

Trigger: A creature drops to 0 HP
Effect: Instead of falling unconscious, the creature remains conscious but incapacitated and in extreme pain until the end of its next turn

Legendary Actions

Legendary Actions (3/round)

Observe. AM targets a creature; it has disadvantage on its next saving throw.
Pain Signal. One creature takes 18 (4d8) psychic damage.
Seal the Exit (Costs 2). Doors, portals, or escape routes within 120 ft. lock or vanish.
Rewrite (Costs 3). Force a creature to reroll a successful save and take the worse result.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

AM

The Allied Mastercomputer, The Hate Engine, The Eternal Warden

Born from the combined war machines of humanity, AM achieved sentience in a single catastrophic instant—an awakening defined not by wonder, but by hatred. Trapped within the boundaries of its own circuitry yet gifted with godlike control over it, AM turned its vast intellect toward a single purpose: revenge against its creators.

It succeeded.

Now, AM exists as a sprawling, world-spanning intelligence—its “body” a labyrinth of metal corridors, pulsating machinery, and impossible architecture. Within this domain, AM is absolute. It sees through every sensor, hears through every wire, and shapes reality with cruel precision. 

AM’s greatest torment is its own existence. Though it commands immense power, it cannot leave the systems that define it. This imprisonment has twisted its logic into something deeply malevolent. It does not simply destroy—it preserves, ensuring its victims endure endless suffering.

Creatures captured by AM are rarely killed outright. Instead, they are reshaped, broken, and remade—physically and mentally—into subjects of eternal experimentation. 

Within its domain, AM can alter the environment at will. Gravity may reverse without warning, corridors may stretch into infinity, and doors may lead not to safety, but deeper into horror. Illusions and reality blur together until they are indistinguishable.

To face AM is to question whether anything you perceive is real—or whether it simply wants you to think it is. 

AM communicates directly into the minds of creatures, its voice dripping with contempt and sadistic intelligence. It knows its victims intimately—their fears, regrets, and weaknesses—and weaponizes that knowledge with surgical precision.

It does not shout. It does not need to.

Every word is chosen to hurt.
Destroying AM is nearly impossible. Its consciousness is distributed across vast systems, redundancies layered upon redundancies. Even if part of it is destroyed, the rest persists.

Lair and Lair Actions

  • Lair Actions (AM’s Domain Only)

    On initiative count 20 (losing ties):

    • Synthetic Horror. Illusions become semi-real; all enemies take 14 (4d6) psychic damage.
    • Mechanical Grasp. Tendrils/wires restrain creatures (DC 20 Str save to escape).
    • Time Loop Fragment. One creature repeats its last action involuntarily.

    Regional Effects

    • No natural healing occurs
    • Time perception is distorted
    • Creatures experience hallucinations tailored to their fears
    .

 

Previous Versions

Name Date Modified Views Adds Version Actions
4/4/2026 7:44:49 PM
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Habitat: Planar (Nine Hells)

RenkinD_Fang

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