b'Robot, Bastion \n'b'  Family:   Robot  \n'b'  Huge   construct  (robot),  lawful neutral or evil depending on patron  \n'b'  Armor Class  22 (noqual enameled skymetal body)  Hit Points  284 (21d12 + 147) plus 90 hp force field  Speed  40 ft.\n'b' STATS STR: 18 (+4) DEX:  24 (+7)  CON:  24 (+7)  INT:  18 (+4)  WIS:  11 (+0)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +10  Skills   Perception  +12  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine  Damage Immunities  necrotic, poison, psychic  Damage Vulnerabilities  lightning  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses  darkvision 120 ft., passive  Perception  10  Languages  Common (an ancient dialect, but still understandable)  Challenge  18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Empowered Attacks . A bastion robot\xe2\x80\x99s  melee attacks  are treated as magical for the purpose of bypassing  resistance  and immunity to nonmagical weapons. \n'b'  Exceptional Senses . A bastion robot has advantage on  Wisdom  ( Perception ) checks that rely on sight or sound and has double proficiency bonus in the  Perception  skill as it constantly scans its surroundings for danger. \n'b'  Immunity to Magic . A bastion robot is immune to and absorbs any spell or spell-like ability. In addition, certain spells and effects function differently against it, as detailed below. Magical lightning damage slows Bastion until the end of its next round, with no saving throw. If is is hasted, magical lightning attacks instead negates the  haste  effect.  Dispel magic  negates its Impeded Magic ability for 1d4 rounds. \n'b'  Impeded Magic . A spellcaster within 60 feet of a bastion robot must succeed at a  Constitution  ability check (DC 15 + the level of the spell being cast) to successfully  cast a spell \xe2\x80\x94 if this check fails, a bastion robot absorbs the spell and the caster loses the spell. \n'b'  Overwhelming Nanite Surge (3/day) . If a bastion robot fails a saving throw, he can choose to succeed. \n'b'  Quantum Force Field . A bastion robot is sheathed in a thin layer of shimmering quantum energy that grants it 90  temporary hit points . All damage dealt to it with an active force field is reduced from these  hit points  first. If the force field is active, the robot is immune to critical hits; force attacks and loses its weakness to lightning damage. The force field has an effective regeneration of 90, but once reduced to 0; the force field shuts down and does not reactivate until a long rest is completed. \n'b'  Spell Absorption . Whenever a bastion robot absorbs a spell, it heals 5 points of damage per spell level.  Healing  more than its normal hit point maximum grants it  temporary hit points . These  hit points  stack with its Quantum Force Field if it is still active. Absorbing a spell gives the robot the benefits of the  haste  spell for 1 round per spell level absorbed. \n'b'  Spell Sunder . A creature struck by a bastion robot\xe2\x80\x99s Force Slam  attack  is targeted by  dispel magic . The bastion robot absorbs any spells so sundered. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The bastion robot makes two Force Slam attacks against two opponents (so four attacks but not against the same opponent). He also uses gravitywave if available. \n'b'  Force Slam .  Melee Weapon Attack : +13 to hit, reach 15 ft., one target.  Hit : 20 (3d8 + 7) bludgeoning damage plus 10 (3d6) force damage, and the target is  grappled  (escape DC 19). Bastion can grapple up to four targets. When Bastion moves, all creatures he is grappling move with him. On a natural 20, the target takes an extra 14 bludgeoning damage if it\xe2\x80\x99s a construct. If a construct has 25  hit points  or fewer after taking this damage, it is destroyed. Additionally, a target is also targeted by thespell sunder trait. \n'b'  Gravitywave (Recharges 5-6) . Spinning up his shoulder mounted gravity cannons Bastion unleashes a barrage of graviton beams. The barrage targets all creatures within 30 feet of it and each must succeed on a DC 24  Constitution  saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one. In addition, targets are subjected to a  reverse gravity  effect (as the spell) regardless of whether the target made or failed the saving throw. \n'b'\n'b' LEGENDARY ACTIONS \n'b' A bastion robot 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\xe2\x80\x99s turn. Bastion regains spent legendary actions at the start of its turn. \n'b'\n'b'  Crush . One creature that the bastion robot is grappling is crushed for 20 (3d10 + 4) bludgeoning damage. \n'b'  Fling . The bastion robot releases one creature it is grappling by flinging the creature up to 60 feet away from it, in a direction of his choice. If the flung creature meets a solid surface, such as a wall or floor, the creature takes 1d6 bludgeoning damage for every 10 feet it was flung. \n'b'  Gravitywave (Costs 3 Actions) . The bastion robot recharges Gravitywave and uses it. \n'b'\n'b' LAIR \n'b' A bastion robot typically resides in a fallen spacecraft or massive edifice of lost technology, often setting itself up as the head of a techno-cult of a mechanical goddess. It sits at the nerve center of those ancient ruins surrounded by magical divination screens (monitors) which he observes and directs the faithful. If challenged without first destroying its mechanical minions, every construct or servant nearby will arrive to aid the bastion within 1d4 rounds. \n'b' On initiative count 20 (losing initiative ties), the bastion robot takes a lair action to cause one of the following effects; the robot can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b' Automated Laz-Cannons pop out of cunningly hidden recesses in the roof and spray the area with gunfire. They are superhumanly accurate and only hit enemy creatures. Each creature in the room must make a DC 15  Dexterity  save or take 12 (4d6) radiant damage. \n'b' The room is flooded with noqual infused gas. All spellcasters must make a DC 15  Constitution  saving throw or lose a randomly memorized spell (or a random spell slot for spontaneous casters like sorcerers). \n'b' One creature the bastion robot can see within 60 feet of it must succeed on a DC 15  Charisma  saving throw or be banished to the Matrix \xe2\x80\x93 a digital plane \xe2\x80\x93 a different plane of existence UNITY has programmed into being. To escape, the creature must use its action to make a DC 15  Charisma  ability check. If the creature wins, it escapes the digital plane. Otherwise, the effect ends on  initiative  count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied. \n'b'\n'b' ABOUT \n'b' This four-armed gleaming, green-enameled humanoid shaped machine was designed and built to hunt and kill magic-users. A bastion robot typically acts as the proxy of a machine goddess, master of a cult of sentient constructs and allied living creatures. They protect the domain of their mechanical patron and coordinate their cultists to destroy purely magical creatures and organizations and preserve the mastery of technology and technomagical hybrids.'