```metadata title: Iron Saint description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` {{imageMaskEdge7,--offset:37%,--rotation:160 ![](https://cdn.midjourney.com/832b7d4b-abab-4156-b990-d18509b7dcc7/0_1.png){height:100%,left:-1px,top:-600px} }} {{monster,frame,position:relative,top:-35px,left:-30px,width:340px, ## Iron Saint *Large celestial, lawful good* ___ **Armor Class** :: 20 (natural armor) **Hit Points** :: 420 (40d10 + 200) **Speed** :: 30 ft., fly 90 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |24 (+7)|20 (+5)|20 (+5)|20 (+5)|18 (+4)|24 (+7)| ___ **Saving Throws** :: Dex +12, Con +12, Wis +11, Cha +14 **Damage Resistances** :: necrotic; bludgeoning, piercing and slashing from non-magical attacks **Damage Immunities** :: radiant, poison **Condition Immunities** :: charmed, exhaustion, frightened, poisoned **Senses** :: truesight 120ft., passive Perception 22 **Languages** :: all, telepathy 120 ft. **Challenge** :: 25 (75,000 XP) {{bonus **Proficiency Bonus** +8}} ___ ***Legendary Resistance (3/day).*** When the Iron Saint fails a saving throw, it can choose to succeed instead. : ***Living Metal.*** The Iron Saint regains 15 hit points at the beginning of its turn if it has at least 1 hit point. : ***Arcane Weapons.*** The Iron Saint's weapon attacks are magical. When the Iron Saint hits with any weapon, the weapon deals an extra 27 (6d8) force / lightning / radiant damage (the Iron Saint's choice, included in the attack). : ***Mind of Order.*** The Iron Saint is immune to any spell or magical effect that would modify its memory, read or manipulate its toughts and emotions, or put it to sleep. : ***Pattern Recognition.*** The Iron Saint has advantage on saving throws against effects it has been subjected to in the last 24 hours. : ***Inspiring Command.*** Allies within 30 feet of the Iron Saint have a 1d4 bonus to attack rolls, ability checks and saving throws. The Iron Saint must be conscious to grant this benefit. ### Actions ***Multiattack.*** The Iron Saint makes three weapon attacks. : ***Maul.*** *Melee Weapon Attack:* +15 to hit, reach 5ft., one target. *Hit* 20 (2d12 + 7) slashing bludgeoning damage and 27 (6d8) force / lightning / radiant damage. : ***Iron Halo Sling.*** *Ranged Weapon Attack:* +15 to hit, range 30/120 ft., one target. *Hit* 14 (2d6 + 7) slashing damage and 27 (6d8) force / lightning / radiant damage. ### Bonus Actions ***Apparate.*** The Iron Saint magically teleports, along any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet. It can bring a Large or smaller creature it is touching with it. ### Reactions ***Force Field.*** As a reaction to being targeted by by an attack or an effect that causes it to make a Strength / Dexterity saving throw, the Iron Saint deploys a force field that grants it a +3 bonus to its AC and Dexterity / Strength saving throws until the start of its next turn. This benefit extends to allies within 10 feet of the Iron Saint. }} ![Iron Saint](https://imgur.com/SzxFnci.png) {width:705px,position:absolute,right:-135px,top:-145px,transform:scaleX(1)rotate(0deg),z-index:} {{imageMaskEdge7,--offset:32%,--rotation:27 ![](https://cdn.midjourney.com/832b7d4b-abab-4156-b990-d18509b7dcc7/0_1.png){height:100%,left:-1px,bottom:-1px} }} {{note,position:relative,left:30px,top:650px,background-color:gainsboro ##### Threadnotes: The Machine Gods Mazdyr, influential as he became with his divestment technique, was from the second, weaker generation of Xildur deities. However, he was still the spawn of Gyreon, and that alone confers might beyond what others of his generation enjoyed. The innate knowledge of bioengineering is one such benefit inherited from his powerful parentage. The earliest creations of Mazdyr show all the signs of Gyreon's design philosphy, but the later ones grow more distant. This divergence finds root in the fact that, as the centuries passed, Mazdyr grew disillusioned with his father, realizing he shared with him only his penchant for order, but not the pursuit of benevolence. Similarly, Gyreon considered his strongest son to have been excessively influenced by the teachings of Ylwe, seeing him become a justiciar over a pure enforcer of the divine law. This caused a rift in the Pantheon that would only be mended by the irruption of a great and terrible enemy: Eternity itself. }} {{pageNumber,auto}} {{footnote Mazdyr's Angels}} \page {{monster,frame ### Legendary Actions *The Iron Saint 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 Iron Saint regains spent legendary actions at the start of his turn.* : ***Glide.*** The Iron Saint moves up to its maximum speed in a direction of its choosing. : ***Bash.*** The Iron Saint makes one *Maul* attack. : ***Enforcer's Mandate (Costs 2 Actions).*** The Iron Saint speaks a sacred word, and casts any paladin spell with a casting time of one action or one bonus action innately, requiring no components except the uttered word. Charisma is its spellcasting ability for this action (spell save DC 23, +15 to hit with spell attacks). : ***Hammer of the Heavens (Costs 3 Actions).*** The Iron Saint brings down his Maul, calling a destructive beam down to exact penance on the guilty in a 20-foot radius wide, 120 foot high cylinder centered on a point it can see within 60 feet. Creatures within that area must make a DC 23 Dexterity saving throw, taking 42 (12d6) radiant damage and 42 (12d6) lightning damage on a failed save, or half as much on a successful one. }} ### An Iron Saint's Lair An Iron Saint almost always acts as overseer of one of Mazdyr's ancient structures, be it a garrison of justiciars, a sacred court where an important sentence was dictated, or some other significant monument to the God of Justice's mission. With such responsibility comes great power, reversing the famous saying, as the Iron Saints have significant sway over the very edifications they are tasked to command and protect with their very lives. \column Of course, each of Mazdyr's edifices is different, and the layout and details change accordingly from location to location. However, they all follow a similar theme, so to speak. They have long, straight corridors adorned with expertly crafted but stylistically sober sculptures of heroes and deities of eld. They have a handful of garrison quarters distributed across the layout, ensuring reinforcements are never too far, irrespective of where you stand in the structure. And all of them, without exception, are cleverly engineered with countermeasures for every kind of assault or heist, from the deepest foundations to the highest domes. No being can make use of these ancient mechanisms like the Iron Saints, who were pretty much born to exercise that power. ##### Lair Actions When fighting inside its lair, an Iron Saint can invoke Mazdyr's hidden traps and mechanisms to take lair actions. On initiative count 20 (losing initiative ties), the Iron Saint takes a lair action to cause one of the following effects: : - The Iron Saint opens a hidden passage (a door, trapdoor, window, concealed chute...) within its lair, connecting to a room that isn't further than 120 feet away. The Iron Saint can close this passage at will (no action required). : - Stasis fields deploy in an area within the Iron Saint's lair that is no larger than a 30 foot by 30 foot cube. Creatures within that are must make a DC 16 Wisdom saving throw or be restrained and subjected to the effects of the *Slow* spell. : - The Iron Saint teleports a *Moustique Angel* from a garrison chamber to any place within the lair. {{imageMaskEdge7,--offset:20%,--rotation:0 ![](https://cdn.midjourney.com/071cb90b-6bc6-478e-a015-dee9b293f47c/0_1.png){height:80%,top:260px,left:-1px} }} {{pageNumber,auto}} {{footnote Mazdyr's Angels}} \page {{backCover}} {{backCover}} {{position:relative,top:-20PX,text-align:center # That's all, Folks! : We would like to extend a big *THANK YOU* {{width:1px}} to all of our patrons, who make these entries possible and give us starving creatives some stability in this ever-fledging world. : These commendable Stringweaver-tier patrons have climbed through the ranks of our organization, and are the lifeblood of this project: : ##### Kate Blakely ##### Antonio Affinito ##### Lynda Behling ##### Colt Fountain ##### Aden Leach ##### Anish Patel ##### Steven Zillinski ___ : {{text-align:center ##### And to our legendary Masters of Strings! : ##### ***Shadowkihn*** : ##### ***Jayde Heathen*** : ##### ***Chris Hodgkinson*** }} : ##### Come check out our Patreon! : **www.patreon.com/codexofstrings** : ##### Cheers, and Happy threadseeking! }} ![background image](https://cdn.midjourney.com/73b5efca-87e5-434d-af7b-ce724ed05858/0_0.png){position:absolute,bottom:-0px,right:-254px,height:100%} ![background image](https://cdn.midjourney.com/73b5efca-87e5-434d-af7b-ce724ed05858/0_0.png){position:absolute,bottom:0,right:541px,height:500%}