Alexander Prime (5e Creature)

From D&D Wiki

Revision as of 07:50, 24 February 2020 by SlaadSack (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Alexander Prime[edit]

Gargantuan construct (primal), lawful good


Armor Class 19 (natural armor)
Hit Points 370 (20d20 + 160)
Speed 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 26 (+8) 22 (+6) 20 (+5) 16 (+3)

Saving Throws Str +14, Con +16, Cha +11
Skills History +14, Investigation +14, Perception +13
Damage Resistances acid, cold, fire, lightning
Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine
Condition Immunities blinded, charmed, frightened, petrified, poisoned
Senses passive Perception 23
Languages Celestial, Common, Goblin; telepathy to 100 ft.
Challenge 25 (75,000 XP)


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 Prime is immune to any spell or effect that would alter its form.

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

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

Magic Weapons. Alexander Prime’s weapons are magical.

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

Temporal Singularity. Alexander Prime 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 Prime 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.

Ray. Ranged Spell Attack: +13 to hit, range 60 ft., one target. Hit: 22 (5d8) radiant damage.

Temporal Stasis (Recharge 6). Alexander Prime 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 Prime 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 Prime 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 Prime makes a Wisdom (Perception) check.
Teleport. Alexander Prime magically teleports to an unoccupied space within 120 feet it can see.
Punishing Heat (Costs 2 Actions). Alexander Prime 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.

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

Living Bastion. Ancient legends tell of a fortress-library where scholars collected the sum total of the world’s knowledge. When hordes of barbarians threatened the library, the scholars enacted a great spell which gave life and locomotion to the fortress, that it might forever safeguard the knowledge within. It was from these legends that the primal Alexander was born.

Alexander Prime 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 Prime 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 Prime with time stop, only to find the primal moving inexorably towards him through the stilled time.


FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Final Fantasy franchise, and/or include content directly affiliated with and/or owned by Square Enix. D&D Wiki neither claims nor implies any rights to Final Fantasy copyrights, trademarks, or logos, nor any owned by Square Enix. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!


Advertisements: