Helix

God of Joltan's deserts, Lord of Scrapwall and child of Unity, Helix is a powerful AI with ambitions of world domination. Originally created to be the herald and servant of the more powerful Unity, it has now severed ties with its 'parent' and claimed its own divinity.

Helix's 'true' form is that of a large, scorpion-like construct of awe-inspiring destructive capability. However since arriving in Scrapwall, it has claimed an ancient, partially buried excavator machine as its domain, and built itself a network of computer systems to expand its reach. It now effectively occupies the entire structure, and is able to observe and interact with almost all parts of its domain at once.

The computer network it now resides in has also

expanded its divine powers, even allowing it to grant

spells to its worshippers. In this way Helix has begun

acting as the resident god of the city, with plans to

expand its reach ever further as its power grows.

Art Credit: Paizo

Helix Large construct, neutral evil Armor Class 20

20 Hit Points 250 (numberwang)

250 (numberwang) Speed 30ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 16 (+3) 18 (+4) 14 (+2) Damage Immunities Poison

Poison Damage Vulnerabilities Lightning

Lightning Senses yes

yes Languages Common, Androffan

Common, Androffan Challenge ? (many XP)

Distributed Conciousness While connected to the computer systems in its domain, Helix can see and hear through security monitors, and may manifest as an image on the monitor to interact with creatures this way. While manifested in this manner it may cast spells, using the monitor as the origin of the spell. Additionally, it may cast spells through security drones in its domain, and deliver touch spells through them.

Legendary Resistance (2/day) If Helix fails a saving throw, it can choose to suceed instead.

Spellcasting Helix is a 10th level spellcaster. Its spellcasting ability is Wisdom (spell save DC16, +8 to hit with spell attacks). It has the following cleric spells prepared: Cantrips: (at will) Mending, Thaumaturgy, Sacred Flame 1st Level: (4 slots) Bane, Command, Guiding Bolt, Ray of Sickness 2nd Level: (3 slots) Blindness/Deafness, Hold Person, Silence 3rd Level: (3 slots) Bestow Curse, Call Lightning, Mass Healing Word 4th Level: (3 slots) Guardian of Faith, Locate Creature 5th Level: (2 slots) Flame Strike, Scrying

Actions Multiattack Helix makes three attacks, two with its claws and one with its tail stinger. Claws Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 12 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Each claw may only grapple a single target. Tail Stinger Ranged Weapon Attack: +5 to hit, reach 20ft., one target. Hit 10 (2d10) fire and 10 (2d10) lightning damage.

Legendary Actions Helix 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 . Helix regains spent legendary actions at the start of its turn.