Siege Construct. The Conquest of Elysium deals double damage to buildings and structures.
Immutable Form. This Construct is immune to any spell or effect that would alter its form.
Unimpeded Movement. This Construct ignores difficult terrain, and may not be slowed down by movement impeding effects.
Defender of Realms. The Conquest of Elysium may roll a d6 upon taking damage, the result will be subtracted from the damage taken.
Dysfunctional Self Repair Mechanism. On the start of each of its turns, the Conquest of Elysium will gain/loose (4d8-10) hitpoints.
Multiattack. The Conquest of Elysium makes six attacks with its claws.
Claw Slash. Melee Weapon Attack: +14(-2 for every claw attack performed this phase) to hit, reach 25 ft., 1 target. Hit: 25 (8d4+5) slashing + 10 (4d4) bloudgoning damage.
Earth shattering Slam. Melee Weapon Attack: +14 to hit, reach 15ft., all targets within a 35ft radius. Hit: 45(10d8) bloudgoning damage.
Denouncement (1/day). During the first turn of a battle, the Conquest of Elysium may use its bonus action to Telepathicly speak one sentence to every sentient being within a five mile radius. This Sentence may only vary based on the beings stance towards the Construct (allied, neutral or hostile). All hostile beings affected by Denouncement will have to pass a DC 8 wisdom saving throw or become frightened of the Conquest of Elysium for two turns.
Target assignment. If a creature deals damage to the Conquest of Elysium, its position, current hp and alignment, will become known to the Conquest. It also gains 10 ft of Truesight around its new target. (A creature will stop being a target after the end of the Conquest of Elysiums turn.)
The Conquest of Elysium has 3 Legendary Action it can use Immediately after another creature’s turn. The Conquest can expend a use to take one of the following actions. It regains all expended uses at the start of each of its turns.
Energy Pulse (Costs 2 Actions). The Conquest of Elysium unleashes a burst of Light, engulfing its entire Form and causing 3d10 of radiant damage to all creatures within a 30ft radius.
Energy Lance (Costs 2 Actions). A Lance of holy Light is launched forth from the Conquest of Elysium, targetting a singular opponent within a reach of 250ft, forcing them to pass a DC18 dexterity saving throw or take 3d10 radiant damage.
Shield of Mecanus (Costs 1 Actions). A ginormous disc of light, 30 ft in diameter appears in the air before the Conquest, blocking an incoming projectile or spell and reducing its damage by 30.
The Conquest of Elysium has one mythic action, wich it may use at the end of another creatures turn to do one of the following actions. It regains its Mythic action at the start of each of its turns.
Overclock(Costs 1 Actions). The Conquest of Elysium moves up to 40ft and may choose to attack a valid target with earth shattering slam. This will cause it to loose 3d10 of hp.
Overheat(Costs 1 Actions). The Conquest of Elysium bursts into Flames tacking 2d10 of fire damage along with all creatures in a 30ft radius. For the next turn all attacks the Conquest of Elysium makes will deal an additional 2d4 of fire damage.
Overload(Costs 1 Actions). The Conquest of Elysium is engulfed in magical energy tacking 2d10 of radiant damage along with all creatures in a 30ft radius. For the next turn all attacks the Conquest of Elysium makes will be considered magical and deal 2d4 of additional radiant damage.
Description
This ancient 65ft tall humanoid warmaschine was once forged to guard the gates of the city of mecanus from invaders. Due to unknown reasons though, it has been dislodged from that original station, leaving it buried deep beneath the surface of a distant Realm. Despite the Eons having past since its last activation it still remembers. Its bronce claws still sharp. Its Mecanical hearths still beating and divine energy still slumbering within. No doubt that a strong enough threat or attack might cause it to reactivate once more, possibly with disastrous consequences for those unlucky enough to provoke the ancient maschines wrath.
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