Indestructible (5e Creature)

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Indestructible[edit]

Gargantuan construct, chaotic neutral


Armor Class 18 (natural armor)
Hit Points 164 (8d20 + 80)
Speed 50 ft.


STR DEX CON INT WIS CHA
30 (+10) 7 (-2) 30 (+10) 7 (-2) 17 (+3) 7 (-2)

Proficiency Bonus +4
Damage Resistances radiant, thunder
Damage Immunities poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 13
Languages all
Challenge 10 (5,900 XP)


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

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

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

Regeneration. The indestructible regains 5 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS

Multiattack. The indestructible makes two slam attacks.

Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage.

Reconstruct. The indestructible focuses its energy on initiating self-repair and regains 13 (3d8) hit points.

Burning Ray (Recharge 5-6). The indestructible fires a burning ray in a 100-foot line that is 5 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save or half as much damage on a successful one.

REACTIONS

Fortify. In response to taking damage, the indestructible reduces the damage by 16 (1d12 + 10).

The indestructible is a truly ancient construct, resembling a hulking bronze statue or golem in form at first glance. Their sole purpose is to guard places of great importance and ensure that the sanctity of these places remains, even long after their masters, and indeed, the civilization that built them has been turned to mere dust by the passage of time. They differ from golems in two ways. One is that they are not magical, meaning anti-magic fields will not hinder them in the slightest, and the other is that their appearance is deceptive. The indestructible is a swarm of smaller constructs, each unique in its shape and purpose, which act together as a cohesive whole and which will try to find their way back into the collective whole if they are ever separated, which makes the indestructible incredibly difficult to dispatch, necessitating a form of damage that affects and weakens each part (acid or fire works for this) to deal lasting damage to the whole.

Enduring Guardian. Their only purpose is to protect and, if needed, hunt down and return what was taken from its guarded place. To that end, they will stop at nothing to ensure the place they have been charged with remains safe. Positioning themselves between the entrance and any potential interlopers at all times and violently punishing all who dare approach with successive slams from their heavily armored fists, firing a searing ray of light at those who dare attack it from outside of its long-armed reach. As a last-ditch effort many will choose to collapse on top of the entrance to their designated post sealing it with the many tons of metal their body is composed of to prevent intruders from progressing further.
That being said, some adventurers have reported these behemoths are not inherently hostile and can be reasoned with, giving warnings to those who intrude upon their sanctum and allowing those who are lost, have stumbled upon them by accident, or are merely passing through without intent to disturb their charge to leave in peace. likewise, it is rare, but some may entertain guests and provide them with protection as they rest, when this happens however the indestructible will always block the entrance of the place they are guarding with their body in order to prevent entry.

Constructed Nature. An indestructible doesn't require air, food, drink, or sleep.

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