Gargantuan Construct, Lawful Good
Armor Class 19 natural
Hit Points 370 (20d20 + 160)
Speed 30 ft.
STR
22 (+6)
DEX
12 (+1)
CON
26 (+8)
INT
22 (+6)
WIS
20 (+5)
CHA
16 (+3)
Skills History +14, Investigation +14, Perception +13
Damage Resistances Acid, Cold, Fire, Lightning
Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Blinded, Charmed, Frightened, Petrified, Poisoned
Senses Passive Perception 23
Languages Celestial, Common, Goblin
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Divine Overclocking. When it has 123 hit points or fewer, Alexander Prime has advantage on attack rolls. In addition, it deals an extra 21 (6d6) radiant damage to any target it hits with a melee attack.

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

Legendary Resistance (3/Day).  If Alexander fails a saving throw, it can choose to succeed instead.

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

Magic Weapons. Alexander's weapons are magical.

Siege Monster. Alexander deals double damage to objects and structures.

Temporal Singularity. Alexander is immune to any spell or effect that would alter the flow of time around it, such as slow or time stop, unless it wishes to be affected.

Actions

Multiattack. Alexander uses Temporal Stasis if it can. It then makes two claw attacks or two ray attacks.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage.

Temporal Stasis (Recharge 6). Alexander halts the flow of time for everyone but itself until the end of its turn. No time passes for other creatures, while Alexander Prime can move and use actions as normal. Other creatures cannot take reactions in response to Alexander’s actions during this turn.

Divine Judgment (Recharge 6). Alexander blasts a 90-foot cube with holy light. Each creature in that area must make a DC 22 Constitution saving throw, taking 91 (26d6) radiant damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also blinded until the end of its next turn. Fiends and undead creatures have disadvantage on this saving throw.

Legendary Actions

Alexander 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. Alexander Prime regains spent legendary actions at the start of its turn.

Detect. Alexander makes a Wisdom (Perception) check.

Teleport. Alexander magically teleports to an unoccupied space within 120 feet it can see.

Punishing Heat (Costs 2 Actions). Alexander vents steam in a 30-foot radius. Each creature in that area must make a DC 22 Constitution saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one

Description

Alexander is a godlike entities given form by the desires of mortals. Personifying the desire to safeguard knowledge from the ravages of time, Alexander has the power to control time itself.

Living Bastion. Alexander resembles a castle in vaguely humanoid form. Towers and minarets jut from its shoulders, and turrets and crenellations adorn its mechanical limbs. When it draws upon its divine powers, angelic wings erupt from the primal’s back.

Master of Time. The nature of Alexander’s legend imbues it with tremendous power. Its adamantine body is nigh-impervious to attack, and it can obliterate small armies with shafts of searing light and clouds of scalding steam. But even greater than this is its ability to control time.

Alexander can halt the flow of time in its vicinity, leaving itself free to act while would-be adversaries are left frozen in time. It is also unaffected by the temporal magic of others: legends tell of a powerful wizard who tried to subdue Alexander with time stop, only to find the primal moving inexorably towards him through the stilled time.

Karakonjol

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