Large Construct, Unaligned
AC 19 (natural armor)    Initiative +1 (11)
HP 175 (17d10 + 85)
Speed 40 ft.
Mod Save
STR 24 +7 +11
DEX 12 +1 +1
CON 20 +5 +9
Mod Save
INT 10 +0 +0
WIS 16 +3 +7
CHA 18 +4 +4
Skills Insight +7, Perception +7, Religion +5
Resistances Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Necrotic, Poison; Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive Perception 17
Languages Understands all languages known by its pilot but cannot speak
CR 12 (XP 8,400; PB +4)
Traits

Divine Link. The Celestial Ironcradle can only be operated by a cleric. If a non-cleric attempts to pilot the suit, the suit becomes inert and unmoving. While piloted, the cleric within the mech suit can cast their spells and channel divinity as if they were not in the suit.

Pylon of Healing. Once per day, the piloted cleric can activate the Ironcradle's hidden healing mechanism, casting Mass Cure Wounds without expending a spell slot. This affects all creatures within 30 feet of the suit.

Actions

Multiattack. The Celestial Ironcradle makes two melee attacks: one with its Gauntlet Smash and one with its Divine Lance.

Gauntlet Smash. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Divine Lance. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 18 (4d8) radiant damage. The Ironcradle can channel its divine link to deal an extra 7 (2d6) radiant damage to fiends and undead.

Thunderous Quake (Recharge 5-6). The Celestial Ironcradle slams both of its fists into the ground, creating a shockwave. Each creature within a 20-foot radius must make a DC 18 Dexterity saving throw, taking 28 (8d6) thunder damage on a failed save, or half as much on a successful one. Creatures that fail the save are also knocked prone.

Reactions

Sanctuary Field. As a reaction, when the Celestial Ironcradle is targeted by a spell or ranged attack, it can project a radiant shield in a 10-foot radius, granting allies within this radius +2 to AC until the start of its next turn.

Legendary Actions

The Celestial Ironcradle can take 1 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Celestial Ironcradle regains spent its legendary action at the start of its turn.

Divine Pulse. The Ironcradle emits a surge of radiant energy in a 20-foot radius. Each hostile creature within the area must succeed on a DC 17 Constitution saving throw or take 14 (4d6) radiant damage and be blinded until the end of the next turn.

Description

Description: Forged in the depths of the primordial forges by an ancient god of light, the Celestial Ironcradle is a divine-mechanical hybrid suit designed exclusively for the most devout of clerics. This towering, humanoid construct emits an ethereal radiance, channeling divinity through its intricately carved metal plates. Only clerics are deemed worthy enough to merge with the Ironcradle, and once inside, they gain immense strength, wisdom, and protection. The suit is decorated with glowing symbols of ancient, forgotten pantheons, each symbol pulsing with the power of forgotten gods.

Lore: The Celestial Ironcradle was constructed by a forgotten pantheon of gods who sought to protect the mortal realms from unforeseen cataclysmic events. Only the most loyal clerics of the divine were deemed worthy to operate these titanic machines. Many were lost through the ages, but a few remain hidden, waiting for a new cleric to awaken their divine power. Legends state that when one dons the Ironcradle suit, they are not merely piloting a machine, but becoming one with the will of the gods themselves.

Previous Versions

Name Date Modified Views Adds Version Actions
5/7/2026 3:30:39 PM
3
3
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Coming Soon

Monster Tags: construct

Treasure:  None

WilliamTaylor7652

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