Archer Artifice (5e Creature)

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Archer Artifice[edit]

Large construct, any alignment


Armor Class 18 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 20 (+5) 10 (+0) 14 (+2) 10 (+0)

Proficiency Bonus +6
Damage Resistances acid, cold, fire, lightning, necrotic, radiant
Damage Immunities poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 12
Languages the languages of its creator and any one other
Challenge 20 (25,000 XP)


Artificed Weapons. The artifice's weapon attacks are magical. When the artifice hits with any weapon, the weapon deals an extra 22 (5d8) radiant damage (included in the attack).

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

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

ACTIONS

Multiattack. The artifice makes three attacks.

Touch of Light. Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (5d8) radiant damage.

Bow. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 19 (3d8 + 6) piercing damage and 22 (5d8) radiant damage.

Radiant Beam (Recharge 5-6). The artifice fires a beam of light in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Constitution saving throw, taking 45 (10d8) radiant damage on a failed save or half as much damage on a successful one.


LEGENDARY ACTIONS

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

Move. The artifice moves up to its speed without provoking opportunity attacks.
Attack (Costs 2 Actions). The artifice makes one attack.
Rain of Arrows (Costs 3 Actions). The artifice fires a barrage of arrows at a point it can see within 150 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 19 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.

An archer artifice wields a bow imbued with holy power. Archer artifices prefer to remain far away from the front lines and rain arrows from afar.

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