Legendary Resistance (3/Day). If the automalich fails a saving throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery, a destroyed automalich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The automalich is an 14th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The automalich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost, shocking grasp
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): detect thoughts, invisibility, ray of enfeeblement, heat metal
3rd level (3 slots): animate dead, counterspell, dispel magic, fear
4th level (3 slots): dimension door, resilient sphere
5th level (3 slots): animate objects, cloudkill
6th level (1 slot): disintegrate, freezing sphere
7th level (1 slot): power word pain, reverse gravity
Magic Resistance. The automalich has advantage on saving throws against spells and other magical effects.
Magic Weapons. The automalich's weapon attacks are magical.
Immutable Form. The automalich is immune to any spell or effect that would alter its form.
Turn Resistance. The automalich has advantage on saving throws against any effect that turns undead.
Multiattack. The automalich makes three limb strike attacks. It can replace any of these attacks with a use of its transform action.
Limb Strike. Melee Weapon Attack: +12 to hit, reach 5 ft, one creature, reach 5 ft., one creature. Hit: 10 (3d6) piercing, bludgeoning, or slashing damage.
Shadow Blast (Recharge 5-6). The automalich hurls a tendril of destructive magical darkness in a 120-foot line that is 10 feet wide. Each creature in this line must make a DC22 Dexterity saving throw, taking 55 (10d10) necrotic damage and are blinded on a failed save, or half the damage on a success. Creatures blinded by the shadow blasts must succeed on a DC 22 Constitution saving throw at the end of their turn to end the affect and become immune to the blinding effect for 24 hours.
Transform. The automalich shifts its mechanical parts and changes its shape. It can change the damage type of its limb strike (piercing, bludgeoning, or slashing) by forming claws, tendrils, or another weapon. The automalich may also shift its form to replace its flying or walking speed with 40ft of swimming or burrowing speed or vica versa. If it is above 65 hit points, the automalich can change its size to from small to medium, large, or huge. It's limb strike has a reach of 10 ft while it is large or huge.
The automalich 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 automalich regains spent legendary actions at the start of its turn.
Cantrip. The automalich casts a cantrip.
Overcharged Strike. The automalich makes a limb strike attack with an additional 4 (1d8) lightning and 4 (1d8) necrotic damage. Upon a hit, the target must succeed on a DC 18 Constitution saving throw or become paralyzed for one minute. The target can reroll the saving throw at the end of each of its following turns, ending the effect on a success.
Assimilate (Costs 2 Actions). The automalich targets a construct or undead within 80 feet of it, forcing it to make a DC 18 Charisma saving throw. If the creature succeeds, there is no effect and the legendary actions are spent. On a failure, the creature is absorbed into the automalich and killed. The automalich gains temporary hit points equal to the current hit points that the creature possessed.
Description
The power and virtual immortality that lichdom provides is an enticing idea to most mortals, but very few have the magical might to survive the transformation, the knowledge of how to initiate the process, or the amorality to regularly devour the souls of others to lengthen one's own existence. Long ago, gnomish wizards and artificers who wished to work on their experiments for all time devised to obtain this state of being without the vile consequences attached to it. The automalich was the perfect combination of undead and construct; the undead form of a master artificer attached to a shifting mass of metal that can form to the creature's will. So long as the automalich continuously creates enchanted construct parts to replace the parts of its form that deteriorate, it will maintain its unlife without the need to devour souls.
However, there was a flaw in the magics that create it. After years in this state, the mind of the artificer fades. It's great intelligence remains, but the automalich devolves into insanity. It forgets the purpose of its creations, its obsessions magnify a hundredfold, and thoughts of the well-being of other creatures cease. Automaliches will eventually destroy any settlements near their lairs; both to prevent the residents from stealing its research and to collect necessary biomass for its twisted experiments.
The only remains of the artificer are its skull and spine. The eye-sockets glow with an manic light and the spine is welded to its metal body. The mechanical form is a chaotic combination of interlocking parts that very few could assemble. The pieces shift at the whim of the automalich, becoming anything from delicate limbs to massive drills.
Lair and Lair Actions
An Automalich’s Lair
An automalich resides in the remains of its laboratory, often hidden in a remote location. The heart of an abandoned city, within a mountain, or beneath the ocean floor are all locations that an automalich may have set up its laboratory while it was alive.
The interiors of the lair is cluttered by the remains of unfinished or destroyed projects. Some of the projects may be intact enough to be dangerous to unwary intruders. The automalich often creates constructs, undead, or horrific hybrids that wander the corridors of its laboratory and protect it against intruders.
An automalich encountered in its lair has a challenge rating of 22 (41,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the automalich can take a lair action to cause one of the following magical effects; the automalich can’t use the same effect two rounds in a row:
- The automalich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- The unstable experiments in the lair malfunction. A bolt of electricity strikes across the lair covering a 100 ft line from a point within 20 feet of the automalich point and in a direction decided chosen by it. Creatures in this line must succeed on a DC 18 Dexterity saving throw, taking 52 (15d6) lightning damage on a failed save, or half as much damage on a success.
- A 20 ft circle in the lair is flooded in chemicals from the pipes that run along the floor. Creatures that begin their turn within this radius must make a Constitution saving throw, taking 45 (10d8) acid damage on a failed save, or half as much damage on a success. The pool drains and disappears at the end of the turn order.
- One of the automalich's experiments is released from its containment to follow its commands. This creature uses the statistics of a zombie with 35 feet of movement, and is considered either an undead or a construct (the automalich's choice). The creature takes its turn immediately, and, if it is still alive at the beginning of the next round, dies at the beginning of its next turn.
Previous Versions
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