Medium construct, neutral evil
Armor Class 16 (natural armor)
Hit Points 156 (24d8 + 48)
Speed 30 ft.
Saving Throws Dex +7, Int +8
Skills Athletics +8, History +8, Religion +8
Damage Resistances acid, fire
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine
Condition Immunities petrified, poisoned
Senses darkvision 60 ft.; passive Perception 12
Challenge 15 (13,000 XP)
Aberrant Nature. Adam's creature type is simultaneously construct and aberration.
False Appearance. Adam is indistinguishable from an ordinary human. Any creature observing him must make a DC 16 Wisdom (Insight) check to determine that he is a construct.
Immutable Form. Adam is immune to any spell or effect that would alter his form.
Legendary Resistance (3/Day). If Adam fails a saving throw, he can choose to succeed instead.
Magic Resistance. Adam has advantage on saving throws against spells and other magical effects.
Magic Weapons. Adam's unarmed strikes are magical. On a hit, they inflict an extra 7 (2d6) radiant damage as shown in the entries below.
Multiattack. Adam makes three unarmed strikes or four energy bolt attacks.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and 7 (2d6) radiant damage.
Energy Bolt. Ranged Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit: 9 (1d12 + 2) radiant damage.
Special Attack (Recharge 5-6). Adam makes one of the following attack options:
Energy Fist. Adam makes an unarmed strike with a reach of 15 feet. On a hit, the target takes an extra 35 (10d6) radiant damage and is pushed up to 20 feet away from Adam.
Energy Plume. Adam causes a plume of energy to erupt from the ground at a point he can see within 60 feet. Each creature within 10 feet of that point that is in contact with the ground must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) radiant damage and falls prone. On a successful save, a creature takes half as much damage and does not fall prone.
Reflecting Shield. Adam adds 5 to his AC against a ranged weapon or spell attack that would hit him. To do so he must be able to see his attacker. If this reaction causes the triggering attack to miss his new AC by 5 or more, Adam can force the attack to target his attacker instead.
Adam 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. Adam regains spent legendary actions at the start of his turn.
Teleport. Adam teleports, along with anything he is wearing or carrying, up to 100 feet to an unoccupied space he can see.
Mind Hack (Costs 2 Actions). Adam forces one or two creatures he can see within 30 feet to make a DC 16 Wisdom saving throw. On a failed save, the creature takes 14 (4d6) psychic damage and is incapacitated until the end of its next turn. If the creature fails its save by 5 or more, it is stunned until the end of its next turn instead. Constructs make this saving throw with disadvantage and do not benefit from any resistance or immunity to psychic damage that they might normally possess.
Energy Plume (Costs 3 Actions). Adam uses Energy Plume if it is available.
Main article: Machine Lifeform, Adam (5e Creature)
These statistics represent Adam in his prime. Having grown into his full power, he can now teleport at will and throw strikes wreathed in strange, otherworldly energy. He can direct that same energy to erupt from the ground, unseating his foes, and can exert a malign influence over the minds of others.
When Adam is not leading the machine lifeforms in person, he dwells in a strange replication of a human city. The structures of this empty town are intricately detailed, featuring architectural flourishes and embellishments from many different eras and styles. However, this attention to detail is superficial: the buildings themselves are solid blocks without interiors, and their doors and windows cannot be opened. Buildings which Adam has not yet finished are colourless, and have strange cubes sticking out of them. These cubes respond to Adam’s will, and he can manipulate them for attack and defense.
Adam has a Challenge Rating of 17 (18,000 xp) if he is encountered within his lair.
When fighting in his lair, Adam can use lair actions. On initiative count 20 (losing initiative ties), Adam can take one lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- Cubes swirl around Adam in a protective vortex, granting him 20 temporary hit points. While he has these temporary hit points, all attacks against him are made with disadvantage, and any creature that starts its turn within 5 feet of him or hits him with a melee weapon attack takes 7 (2d6) bludgeoning damage.
- Cubes bombard a 20-foot cube originating from a point within 120 feet of Adam. Each creature in that cube must make a DC 16 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until initiative count 20 on the next round, at which point the cubes dematerialize.
- The facades of several buildings split open and reach out with grasping appendages made of cubes. Up to three creatures that are within 10 feet of a wall that Adam can see must succeed on a DC 16 Dexterity saving throw or become restrained as the appendages pull the creature inside the wall. The wall then seals shut over the creature, and the creature begins to suffocate. The creature can attempt a DC 16 Strength saving throw at the end of each of its turns, freeing itself on a success. Another creature can attempt to free a restrained creature by destroying that part of the wall: each 5-foot section of wall has AC 17, 18 hit points, immunity to poison and psychic damage, and resistance to all other damage except force damage and thunder damage.