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The Last Orebender - AI-generated fantasy Monster

The Last Orebender

The Last Orebender was the ninth and most advanced of a line of dwarven passage guardians built to protect miners, evacuate injured workers, and seal the route during cave-ins. Its command rune was damaged when the lower dungeon entity awakened beneath the caverns. The guardian retained the words protect the workers and seal the passage, but lost the distinction between workers, trespassers, and threats. It now believes every moving creature is part of an ongoing breach.

HugeConstruct(Construct)CR High boss encounter, approximately CR 12Lawful Neutral

The Last Orebender

dwarvenconstructbossguardiancavernindustrialrune-poweredbattlefield-controllerunique
HP210AC10 ft.SPD30 ft., climb 20 ft.CR12 (8,400 XP)PerceptionAthleticsInvestigation
STR
24
save
DEX
8
CON
18
save
INT
8
WIS
14
save
CHA
10
Constructed Nature. The guardian does not need to eat, drink, breathe, or sleep. It is immune to disease and does not require air in flooded areas.
Fortress Anchor. The guardian cannot be moved against its will while touching stone or metal. It has advantage on saving throws against being knocked prone.
Rotating Stone Plates. Whenever the guardian takes 20 or more damage from a single source, one rotating plate locks until the end of its next turn. While a plate is locked, the guardian loses 2 AC. At the start of its next turn, the plate unlocks and the guardian vents steam. Each creature within 5 feet must succeed on a Dexterity saving throw or take 5 () fire damage.
Rune-Lit Furnace. The guardian sheds bright light in a 10-foot radius and dim light for an additional 10 feet. It can see through magical darkness created by dwarven runes or its own furnace vents.
Magic-Resistant Command Core. The guardian has advantage on saving throws against spells and other magical effects. It can be affected by effects that target constructs.
Emergency Seal Protocol. When the guardian is reduced to 0 hit points, it makes a Constitution saving throw. On a success, it remains standing at 1 hit point, its furnace extinguishes, and it becomes inert until repaired or struck by damage again. This trait can be used once.
Multiattack. The Last Orebender makes two Crushing Gauntlet attacks and one Chain Harpoon attack.
Crushing Gauntlet. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 18 () bludgeoning damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 10 feet and knocked prone.
Chain Harpoon. Ranged Weapon Attack: to hit, range 30/120 ft., one target. Hit: 14 () piercing damage plus 7 () fire damage, and the target is grappled by an embedded chain. The grappled target is restrained until the chain is severed or the guardian releases it. The chain has AC 18 and 20 hit points.
Furnace Vent. The guardian vents its molten seams in a 20-foot cone. Each creature in the area must make a Dexterity saving throw, taking 31 () fire damage on a failed save, or half as much damage on a successful one. The area remains superheated until the start of the guardian's next turn. A creature that enters it for the first time on a turn or starts its turn there takes 7 () fire damage.
Orebender Shockwave. The guardian slams its stone plates into the chamber floor. Each creature within 15 feet must make a Strength saving throw. On a failure, a creature takes 13 () bludgeoning damage and is knocked prone. On a success, it takes half damage and is not knocked prone. The guardian then activates one dormant ward pillar it can see within 60 feet.
Anchor Chain. When a creature within 10 feet is moved against its will, the guardian anchors itself and reduces the movement by up to 20 feet. The guardian can then move up to 10 feet toward the creature without provoking opportunity attacks.
Redirected Power. When the guardian takes fire, lightning, or thunder damage, it reduces the damage by 10 and immediately activates one inactive ward pillar within 60 feet. It cannot use this reaction if all ward pillars are active.
Ironbound Step. The guardian makes one Chain Harpoon attack or moves up to half its speed without provoking opportunity attacks.
Ward Discharge (Costs 2 Actions). The guardian targets one ward pillar or section of platform within 60 feet. The target erupts with force. Creatures within 10 feet must succeed on a Dexterity saving throw or take 10 () force damage and be pushed 10 feet.
Rotating Bastion (Costs 3 Actions). The guardian rotates its torso at extreme speed. Each creature within 10 feet must make a Dexterity saving throw, taking 18 () bludgeoning damage on a failure, or half as much on a success. On a failed save, the creature is also pushed 10 feet.
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