Godly Construct of the Astral Plains (5e Creature)

From D&D Wiki

Jump to: navigation, search

Godly Construct of the Astral Plains[edit]

Gargantuan construct, lawful neutral


Armor Class 24 (natural armour)
Hit Points 290 (20d20 + 80)
Speed 40 ft.


STR DEX CON INT WIS CHA
30 (+10) 25 (+7) 19 (+4) 16 (+3) 20 (+5) 16 (+3)

Saving Throws Str +19, Dex +16, Wis +14
Skills Arcana +12, History +12
Damage Vulnerabilities force, thunder
Damage Resistances radiant; bludgeoning, piercing, and slashing from magical attacks
Damage Immunities necrotic, psychic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralysed, petrified, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 15
Languages understands all languages but can't speak
Challenge 30 (155,000 XP)


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

Death Burst. When the construct dies, it explodes in a burst of light. Each creature within 20 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) radiant damage on a failed save, or half as much damage on a successful one.

Gate Guardians. The construct prevents all forms of planar travel against targets it strikes as well as stopping spells such as gate, misty step, teleport, and any form of magical movement as stated. Additionally, conjuration magic that summons creatures such as conjure animals or planar ally will not work while within one mile of the construct.

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

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

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

ACTIONS

Multiattack. The construct makes four attacks: two with its slam and two with its Astral Pillars.

Slam. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 62 (5d12 + 10) bludgeoning damage.

Astral Pillars. Ranged Weapon Attack: +14 to hit, reach 200 ft., one target Hit: 54 (8d10 + 10) bludgeoning damage and the target is restrained. Each action taken as the Astral Pillar pins the target without them succeeding a DC 20 Strength saving throw causes 13 (3d8) radiant damage.

LEGENDARY ACTIONS

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

Move. The construct may move up to half its speed.
Slam. (2 Actions) The construct makes one slam attack.
Astral Pillars (Costs 3 Actions). The construct makes one attack with its Astral Pillars.

Constructs trusted to protect the gates of the astral realms, made by gods, fueled by all of the humanity.

4884464d1d41d2177464019a44b287c0.jpg
"I see your evil nature threatens my sanctum. Allow me to spread your corpse so you'll be reborn into a nicer creature."

These constructs were created 2 billion years ago by the elder gods of the astral realms. Their sole purpose is to guard the gods at any cost. They attack the evil or chaotic aligned characters and allow lawful neutral, lawful good, true neutral, and neutral good to pass with good reason. These are hulking monsters above 50 ft tall and 30 ft wide. They have a rare metal known as Protonium coursing through the cracks in the surrounding stones. This metal is highly durable but rigid, this prevents extra attacks. These a pristine in form and cleaned and polished regularly allowing the star light to glint off of the rock itself. The stone parts are a deep silvery color where as the exposed metal is a metallic and shiny ivory color. They are usually encountered in pairs.



Back to Main Page5e Homebrew5e Creatures

Home of user-generated,
homebrew pages!


Advertisements: