Guardian of the Western Dusk (5e Creature)

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Guardian of the Western Dusk[edit]

Huge construct, neutral


Armor Class 22
Hit Points 319 ((6.5+8)22) (22d12+8)
Speed 30 ft., fly 20 ft.


STR DEX CON INT WIS CHA
26 (+8) 20 (+5) 26 (+8) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Str +10, Dex +5, Con, +9
Damage Vulnerabilities Magical Bludgeoning
Damage Resistances Non-magical Slashing and Piercing, Fire, Lightning, Cold
Damage Immunities Poison, Psychic, Necrotic
Condition Immunities Poisoned, Frightened, Charmed, Paralyzed, Blinded
Senses passive Perception 14
Languages —Telepathy (300 ft), only takes orders from his animist.
Challenge 22 (41,000 XP)


Stone Body Dusk has advantage on Str and Con checks and saves

Granite Wings Dusk can use his wings to shield part of his body and ignore all damage from that direction. While he is shielding himself, he cannot attack in that direction except with his wing and has a -5 penalty to all attacks with his wings.

ACTIONS

Multi-Attack Dusk can make 2 claw attacks and then take any other third action.

Claw Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 8) Slashing/Bludgeoning damage.

Tail Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (1d8 + 8) Bludgeoning damage.

Wing Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (1d10 + 8) Bludgeoning damage.

Energy Discharge Magic Attack: reach 10ft., burst. Hit: 28 (4d12) Force damage. Dusk charges for one round, during this time he is immune to all damage and cannot take reactions or legendary actions. At the start of Dusks next turn he unleashes the energy. Any creature hit is forcefully moved 30 ft directly away from Dusk along with any unattached items, stopping on terrain. This effect bypasses immunity to forced movement on all creatures medium or smaller. After this discharge Dusk may move, but not attack for the rest of this turn.

LEGENDARY ACTIONS

The 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 regains spent legendary actions at the start of its turn. 1 action - Claw Attack

2 actions - Granite Wings (Can initiate the defense or shift the wings positions)

3 actions - Start charging Energy Discharge (releases energy on the end of the creatures turn he started charging on)

The Guardian of the Western Dusk is a massive behemoth of carved granite. Thickly built and intimidating, he stands vigil over the Citadel with Dawn at his back. His wings are thickly cut and do not appear to give him the power of flight, although the magic of his creation allows it. He has a large scar like perforation across his chest and little chunks of rock are chipped from his body at random intervals.

The Guardian of the Western Dusk is the other half to the Guardian of the Eastern Dawn. Where Dawn stands vigil during the night, Dusk watched over the city during the day. He represents power, loyalty and the coming night. Dusk is brutal combatant, wading through the tides of battle decimating whatever comes into his path. It is his vigil that deters many armies those who would seek conflict during the hours of daylight. He prefers to meet his enemies head on with claw and wing using his energy discharge attack only as a measure to clear the area around him. Given his size, he cannot fly very far or fast.



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