Large Construct, Unaligned
Armor Class 20 (natural armor)
Hit Points 160 (15d10 + 75)
Speed 30 ft., Climb 30 ft.
STR
21 (+5)
DEX
11 (+0)
CON
20 (+5)
INT
6 (-2)
WIS
11 (+0)
CHA
1 (-5)
Saving Throws STR +10, CON +10
Skills Perception +8
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Truesight 30 ft, Passive Perception 18
Languages Understands the languages of its creator but can't speak
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Adamantine Plating. The guardian's armor is layered with thick adamantine plates. The guardian is immune to critical hits from weapons unless they are adamantine.

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

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

Magic Weapons. The guardian's weapon attacks are magical.

Actions

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. The target must succeed on a DC 17 Strength saving throw or be knocked prone.

Coilguns (Recharge 5-6). A pair of heavy arcane firearms emerge from the guardian which spray a hail of magic bullets. Each creature in a 10 foot wide, 120 foot long line originating from it must succeed on a DC 17 dexterity saving throw or takes 36 (8d8) force damage. Taking half as much on a success.

Reactions

Turtle. Whenever the guardian is attacked or forced to make a Dexterity saving throw, it may hunker down as a reaction bringing its metal legs together as an omnidirectional shield. The clockwork guardian's AC increases by 3, causing the attack to potentially miss and it takes no damage on a succesfuly Dexterity saving throw or half on failed one instead until the start of it's next turn. The guardian can't attack while turtled.

Legendary Actions

The clockwork guardian 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 clockwork guardian regains spent legendary actions at the start of its turn.

Slam (Costs 2 Actions). The clockwork guardian makes one slam attack.

Autodefence Matrix. The clockwork guardian or another creature within 30 feet of it gains 20 temporary hit points until the end of their next turn. Only once per round.

Static Field. (Costs 3 Actions). Each creature within 20 feet of the guardian must succeed on a DC 17 Constitution saving throw or take 22 (4d10) Lightning damage and become incapacitated until the start of the guardian's next turn., taking half damage on a succesful save instead. This has no effect on Constructs.

Rearm (Costs 2 Actions). The clockwork guardians can roll to regain the use of its Coilguns. 

Description

The Arachnid Class Guardian is a versitile defence unit specialised for underground and rough terrain enviroments. It consists of a prsim-like metal turret with various portculis for the high velocity ranged weapons within and it is supported by 6 giant spider-like metal legs with which it can defend and attack. It is often found patroling ancient halls and ruins from intruders.

Habitat: UnderdarkUrban

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