Black Spot. The priest creates a 40-foot cube of intense heat rippling out from its position. Each creature in the area must make a DC 17 Constitution saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.

Sun Scepter. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage plus 13 (3d8) fire damage, and the target must succeed on a DC 17 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting. The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:

Blinding Corona. The priest emits bright light in a 60-foot radius and dim light 30 feet beyond that. Creatures other than the priest within the bright light have disadvantage on saving throws against spells that deal fire or radiant damage.

Enlighten Me (Costs 2 Actions). The psychic moves up to its speed and makes an Enlightening Touch attack.

The psychic 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 psychic regains spent legendary actions at the start of its turn, or if a creature allied to the psychic within 60 feet of it uses its action to allow the psychic to regain 1 legendary action.

Mind Blast (Recharge 5-6). The psychic magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 22 Intelligence saving throw or take 28 (4d8 + 10) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Enlightening Touch. Melee Spell Attack: +14 to hit, reach 5 ft., one creature. Hit: The target casts contact other plane. The target can choose to fail the saving throw for this spell. If the target succeeds on its saving throw, the target is incapacitated for 1 minute while it communicates with the extraplanar entity. At the end of each of the target's turns, it can make a DC 22 Wisdom saving throw, ending the spell on a success.

Unarmored Defense. While the psychic is wearing no armor and wielding no shield, its AC includes its Intelligence modifier.

Limitless. The psychic can concentrate on any number of spells. If the psychic fails a Constitution saving throw to maintain concentration, it loses concentration on one spell of its choice.

Innate Spellcasting. The psychic's innate spellcasting ability is Intelligence (spell save DC 22). The psychic can cast the following spells, requiring no material components.

Living Factory

Gargantuan construct, lawful neutral Armor Class 15 (natural armor)

15 (natural armor) Hit Points 280 (16d20 + 112)

280 (16d20 + 112) Speed 15 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 25 (+7) 9 (-1) 9 (-1) 6 (-2) Damage Immunities poison

poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone

blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone Senses passive Perception 9

passive Perception 9 Languages understands Common but can't speak

understands Common but can't speak Challenge 16 (15,000 XP)

Unending Production. The factory can use its bonus action to produce one construct of CR 5 or lower that is allied with the factory. The construct is ejected into an unoccupied space within 5 feet of the factory.

Actions

Multiattack. The factory makes two attacks with its grasping arms. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 18), and the factory uses its Recycle on it.

Grasping Arms. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled by the factory (escape DC 18) and pulled up to 20 feet towards it.

Recycle. The factory begins the process of mulching a Medium or smaller creature grappled by it. The recycled target is blinded, restrained, and unable to breathe, and it must succeed on a DC 18 Constitution saving throw at the start of each of the factory's turns or take 14 (2d8 + 5) bludgeoning damage. If the factory moves, the recycled target moves with it. The factory can have up to 16 Medium or smaller creatures in the process of being recycled at a time. If this damage reduces a creature to 0 hit points, its body is destroyed and it is recycled by the factory.

Variant: Production Constraints

If you choose, the construct the factory creates may depend on the type of creatures it recycles.

Factory Robot. the factory can create 1 factory robot for every 4 constructs it recycles.

the factory can create 1 factory robot for every 4 constructs it recycles. Flesh Golem. The factory can create 1 flesh golem for every 3 humanoids it recycles.

The factory can create 1 flesh golem for every 3 humanoids it recycles. Helmed Horror. The factory can create 1 helmed horror for every 2 fiends it recycles.

The factory can create 1 helmed horror for every 2 fiends it recycles. Homunculus. The factory can create 2 homunculi for each elemental it recycles.

The factory can create 2 homunculi for each elemental it recycles. Monodrone. The factory can create 1 monodrone for every 4 creatures of any type it recycles.

The factory can create 1 monodrone for every 4 creatures of any type it recycles. Rug of Smothering. The factory can create 1 rug of smothering for every 3 beasts it recycles.

The factory can create 1 rug of smothering for every 3 beasts it recycles. Scarecrow. The factory can create 1 scarecrow for every 3 plants it recycles.









Image: Goblin Electrical Factory by Grzegorz Rutkowski