TheMechanicalGod StatBlock

Download as pdf or txt
Download as pdf or txt
You are on page 1of 2

Artist credit: This map from Cze & Peku

 Spellcasting. The Mechanical God is a 20th-level


spellcaster. Its spellcasting ability is Intelligence
Gargantuan construct, Lawful Neutral
(spell save DC 25, +19 to hit with spell attacks). It
has the following spells prepared:
Armor Class 26 (natural armor) Cantrips (at will): fire bolt, light, shocking grasp
Hit Points 648 (35d20+280) 1st lvl (4 slots): absorb elements, magic missile,
Speed 0 ft. thunderwave
2nd lvl (3 slots): detect thoughts, mind spike, shatter
3rd lvl (3 slots): counterspell, dispel magic, haste,
STR DEX CON INT WIS CHA lightning bolt
26 (+8) 22 (+6) 26 (+8) 30 (+10) 28 (+9) 23 (+6) 4th lvl (3 slots): banishment, storm sphere
5th lvl (3 slots): animate objects, hold monster
6th lvl (1 slot): chain lightning, globe of invulnerability
Saving Throws Con +17, Int +19 7th lvl (1 slot): finger of death, forcecage
Skills Arcana +19, History +19, Insight +18, Perception 8th lvl (1 slot): feeblemind, power word stun
+18, Religion +19 9th lvl (1 slot): psychic scream
Damage Resistances Radiant,
Damage Immunities Lightning, Psychic, bludgeoning,
piercing and slashing damage from nonmagical Actions
weapons Multiattack. The mechanical god makes three Fist Slam
Condition Immunities blinded, charmed, deafened, attacks
exhaustion, frightened, petrified, prone, sleep
Senses tremorsense 500 ft., truesight 300 ft., passive Fist Slam. Melee weapon attack: +17 to hit, 15 ft. range,
Perception 28 one target. Hit 3d12+8 bludgeoning damage. If the
Languages All, telepathy 500 ft. attack hits, the target must make a DC 25 Strength
Challenge 30 saving throw or be knocked prone.
Core Node Beam (Recharge 5–6). The Mechanical God
Constructed Nature The mechanical god doesn't require fires a beam of light in a 100-foot line that is 10 feet
air, food, drink, or sleep. wide. Each creature in the line must make a DC 26
Immutable Form. The mechanical god is immune to any Dexterity saving throw or take 60 (11d10) radiant
spell or effect that would alter its form. damage on a failed save, or half as much damage on a
Legendary Resistance (3/day). If the mechanical god fails successful one. A creature reduced to 0 hit points by
a saving throw, it can choose to succeed instead. this beam is disintegrated.
Magic Resistance. The mechanical god has advantage on
saving throws against spells and other magical Legendary Actions
effects.
Discorporation. When the mechanical god's body drops Fist Slam. The Mechanical God makes a Fist Slam attack
to 0 hit points or dies, the body is destroyed but the
Summon Constructs. The Mechanical God summons
essence of the mechanical god transfers to a modron
2d10 modrons of its choice (any combination of
who ascends to become the next mechanical god.
monodrone, duodrone, tridrone, quadrone, and
Persistent Construction. The mechanical god is always
pentadrone).
improving and repairing itself. It regains 6d12 hit
points at the start of its turn each round. Cast Spell (costs 2 actions). The Mechanical God casts a
Limited Magical Immunity. Unless it wishes to be spell from it's prepared spell list. This expends a spell
affected, the mechanical god is immune to all spells list as if it were cast as an action.
of 5th level or lower, and it has advantage on all
saving throws against spells and magical effects.

Monster stats written by Daniel Gonzales. Art by Cze & Peku.


 
This document was lovingly created
using GM Binder.

If you would like to support the GM Binder developers,


WWW.GMBINDER.COM consider joining our Patreon community.

You might also like