Large Construct, Lawful Evil
Armor Class 20 Natural Armor
Hit Points 250 (20d10 + 140)
Speed 30 ft.
STR
20 (+5)
DEX
14 (+2)
CON
24 (+7)
INT
22 (+6)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws CON +13, INT +12, WIS +10
Skills Arcana +13, History +13, Insight +11, Perception +11
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Necrotic, Poison
Senses Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic, Dwarvish, Infernal, Primordial, Telepathy 120 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Constructed Nature. Marble does not require air, food, drink, or sleep.

Arcane Core. Marble’s body contains an arcane core that provides her with additional spell slots and powers. She has 2 additional 7th-level spell slots that can only be used for spells related to stone, metal, or earth.

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

Immutable Form. Marble is immune to any spell or effect that would alter her form.

Spellcasting. Marble is a 16th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Marble has the following Wizard spells prepared:
Cantrips (at will): Fire Bolt, Ray of Frost, Mage Hand, Minor Illusion, Mending  
1st level (4 slots): Shield, Magic Missile, Absorb Elements, Detect Magic
2nd level (3 slots): Misty Step, Mirror Image, Shatter, Scorching Ray
3rd level (3 slots): Counterspell, Dispel Magic, Fireball, Lightning Bolt
4th level (3 slots): Stone Shape, Greater Invisibility, Wall of Fire
5th level (3 slots): Cone of Cold, Animate Objects, Wall of Force
6th level (2 slots): Chain Lightning, Disintegrate
7th level (2 slots +2 from Arcane Core): Teleport, Finger of Death, Delayed Blast Fireball, Reverse Gravity, Earthquake
8th level (1 slot): Maze, Sunburst
9th level (1 slot): Meteor Swarm, Time Stop

Actions

Multiattack. Marble makes three attacks with her Stonefist or two with her Earthshatter Maul.

Stonefist. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 18 (3d8 + 5) bludgeoning damage. 

Earthshatter Maul: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage. On a hit, the target must succeed on a DC 20 Constitution saving throw or be stunned until the end of Marble’s next turn.

Stone Shard Storm (Recharge 5-6): Marble slams her fists into the ground, causing jagged stone shards to erupt in a 30-foot radius centered on her. Each creature in the area must make a DC 20 Dexterity saving throw, taking 45 (10d8) piercing damage on a failed save, or half as much damage on a successful one.

Gravitic Pulse (1/Day): Marble emits a pulse of gravitational force in a 60-foot radius. Each creature within the radius must make a DC 20 Strength saving throw. On a failed save, the creature is pulled 30 feet closer to Marble and is restrained for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Arcane Reservoir. Marble can store spell energy within her body, allowing her to regain expended spell slots as a bonus action. She can regain a total of 3 levels of spell slots once per day (for example, a 3rd-level spell slot or three 1st-level spell slots).

Reactions

Arcane Shielding: When Marble is targeted by a spell or attack that would deal radiant or necrotic damage, she can use her reaction to reduce the damage by 2d10 + 7.

Legendary Actions

Marble 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. Marble regains spent legendary actions at the start of her turn.

Cantrip: Marble casts a cantrip.

Stone's Resilience: Marble ends one condition on herself (except for petrified) or regains 30 hit points.

Stone Slam (Costs 2 Actions): Marble slams her stone fists into the ground, causing tremors. Each creature within 20 feet must make a DC 18 Dexterity saving throw or take 2d10 bludgeoning damage and be knocked prone.

Description

Marble, once a brilliant and ambitious young wizard, has transformed into an imposing stone construct, merging her mastery of magic with the enduring strength of the earth. Her form is sleek and intimidating, carved from dark, polished stone that shimmers with an eerie, otherworldly light. Intricate runes and arcane symbols are etched into her surface, glowing faintly with potent magical energy, signifying her deep connection to ancient, forgotten powers.

Her eyes, cold and lifeless orbs of crystalline stone, radiate an unsettling sense of power and authority, reflecting the deep intelligence and ruthless ambition that drove her to undergo this transformation. As the most prominent member of the Stonemind Conclave, Marble combines her formidable arcane abilities with the nearly indestructible form of her stone construct body, making her a terrifying adversary for anyone who dares to oppose her.

Marble's magic is as cold and calculating as she is, favoring spells that reflect her affinity for earth and stone, while her construct form grants her incredible resilience and physical strength. She is a patient and strategic combatant, often using her environment to her advantage and exploiting the weaknesses of her foes with ruthless efficiency. Marble's ultimate goal is to fulfill the ancient plan of the Stonemind Conclave and awaken the Elder Stone, a primordial force of unimaginable power, to reshape the realms in her image.

Lair and Lair Actions

When fighting inside her lair, Marble can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Marble can take one lair action to cause one of the following effects:

  1. Stone Grasp: The ground in a 20-foot radius around a point Marble can see within 120 feet erupts with stone hands. Each creature in the area must succeed on a DC 22 Strength saving throw or be restrained until the end of Marble’s next turn.

  2. Arcane Surge: Marble regains a spell slot of 5th level or lower.

  3. Magma Flow: A channel of molten magma bursts from the floor in a 10-foot line, dealing 28 (8d6) fire damage to any creature in its path that fails a DC 20 Dexterity saving throw.

Previous Versions

Name Date Modified Views Adds Version Actions
9/7/2024 11:08:46 PM
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ThunderHand2020

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