Ophelia, high-priestess of UNITY, the Iron God. I diverged a little from the original and made her look more like an angelic statue than gargoyle playing on the weeping angel idea. Because the game finished prematurely Ophelia is somewhat incomplete. Her spell-list is still 3.5e and I had no fully converted it yet. The rest of her stat-block is fully converted to 5e.
High Priestess of Unity
Medium elemental (cyborg), lawful evil
Armour Class 18 (dermal plating, natural)
Hit Points 323 (5d10+17d8+220)
Speed 40 ft., fly 60 ft. (plus freedom of movement)
STR 24 (+7) DEX 20 (+5) CON 28 (+9)
INT 12 (+1) WIS 26 (+8) CHA 17 (+3)
Saving Throws Str +12, Con +14, Wis +13, Cha +8
Skills Religion +18, Perception +13, Stealth +6
Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons that aren’t adamantine
Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned
Senses darkvision 60ft., passive Perception 15
Languages Gothic, Common, Hallit, Lashunta and Terran
Challenge 15 (13,000 XP)
Dark Devotion. Ophelia has advantage on saving throws against being charmed or frightened.
Earthen Defeat. When Ophelia drops to 0 hit points, her body is reclaimed by the Plane of Earth from Unity and transforms into mud and collapses into a pool. Anything she is wearing or carrying is left behind.
False Appearance. While Ophelia remains motionless, she is indistinguishable from an inanimate statue.
Legendary Resistance (2/Day). If Ophelia fails a saving throw, she can choose to succeed instead.
Quickening. Ophelia may use a bonus action to cast a spell.
Pawn of Unity. When Ophelia became Unity’s pawn, the AI performed invasive and experimental surgical procedures on the gargoyle that increased her Intelligence, Wisdom, and Charisma by 4 each. Unity can communicate with her telepathically and issue orders at will as if via a demand spell—Ophelia cannot save against this effect. A successful DC 20 Sense Motive check is enough to let someone know that an external force is controlling Ophelia, but this control can’t be disrupted as long as Unity survives.
Spellcasting. Ophelia is a 17th-level spellcaster. Her spell casting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). Ophelia has the following cleric spells prepared (25 spells):
- Cantrips (at will): light, sacred flame, thaumaturgy, and mending
- 1st level (4 slots): divine favor (C, 1m, +1d4 radiant dmg), inflict wounds (3d10 necrotic), shield of faith (C, 10m, +2 AC), command (), cure light wounds (4), divine favor (D, ), sanctuary ()
- 2nd level (3 slots): hold person, spiritual weapon (1m, 1d8+3, PHB pg. 278), cure moderate wounds (3), hold person (), hypnotic patternD (DC 20), make whole, spiritual weapon
- 3rd level (3 slots): mass healing word (1d4+8 x6 creatures), cure serious wounds (2), discharge, dispel magic, invisibility purge, magic vestment (D, ), protection from energy
- 4th level (3 slots): freedom of movement (1h, PHB pg. 244), cure critical wounds (2), death ward, discern lies (D,), greater magic weapon, spell immunity, unholy blight ()
- 5th level (2 slots): quickened cure light wounds, flame strike (DC 23), greater command (D,), quickened shield of faith, spell resistance, wall of stone
- 6th level (1 slots): blade barrier (), quickened hold person (), heal, planar binding (D,), quickened silence ()
- 7th level (1 slots): quickened cure serious wounds (), destruction (), quickened irradiate (), sunbeam (D,)
- 8th level (1 slots): demand (D,), fire storm (), quickened freedom of movement, greater spell immunity
- 9th level (1 slots): meteor swarm (D,), miracle ()
*Strike spells have already been cast.
Multiattack. Ophelia makes three attacks from the following attack options – electric claws, Electric Gutbuster, or Railgun (this consumes two actions). She may also cast a spell as a bonus action or two spells if she foregoes her multiattack options.
+2 Electric Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 18 (3d6 +7) slashing damage plus 3 (1d6) lightning damage with a critical hit on 19-20 and triple damage. In addition when the Electric Claw scores a critical hit it does an additional 10 (2d10) lightning damage.
+2 Electric Battleaxe – “The Electric Gutbuster”. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 25 (4d8 + 7) slashing damage plus 3 (1d6) lightning damage with a critical hit on 19-20 and triple damage. In addition when the Electric Gutbuster scores a critical hit it does an additional 10 (2d10) lightning damage.
Railgun. Range Weapon Attack: +10 to hit vs. DEX, range 200 ft. line; multiple targets.
Hit: 20 (3d10 +5) bludgeoning and piercing damage. On a critical hit quadruple the damage (x4). Ignores damage resistance and damage thresholds that are less than 10. Make one to-hit roll and strike all creatures in a line until a miss is encountered.
Wing Buffet. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 21 (5d6 +6) bludgeoning damage and the target must make a DC 19 Strength check or be knocked back 5 feet and fall prone.
Ophelia 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. Ophelia regains spent legendary actions at the start of her turn.
Detect. Ophelia makes a Wisdom (Perception) check.
Electric Gutbuster. Ophelia makes an Electric Battleaxe attack.
Wing Buffet. Ophelia beats her adamantine wings. Each creature within 10 feet of her must succeed on a DC 18 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Ophelia can then fly up to half her flying speed.
Stone Form. Ophelia enters stone form until she ends the effect as a bonus action. While in this form, she gains tremor sense out to 10 feet and resist 30 to all damage, gains 10 temporary hit points at the start of each of her turns, and cannot take actions except to end the effect. When the gargoyle ends the effect, it gains a +10 bonus to all damage rolls before the end of its next turn.
On initiative count 20 (losing initiative ties), Ophelia uses a lair action to cast a specially keyed anti-tech field without using components. All technological items, objects and creatures not blessed by UNITY and marked with a Ribbon of Servitude are affected. Technological items and objects stop functioning while in the field (this includes technologically based missile weapons like bullets, lasers and missiles as well as implants and cybernetics). Creatures such as robots and androids must make a DC 21 Constitution saving throw or stop functioning (if a robot) or become staggered (if an android, stagger status affect imposes disadvantage on attack rolls and saving throws). On successful save androids can function normally while robots are affected is if by a slow spell – they may make 1 attack or 1 move action lose all bonus and reaction actions and can not make more than a single melee or ranged attack. Single action spells take 2 rounds to cast and can be interrupted as per the concentration rules).
Ophelia’s second option for a lair action is to draw power from the Divinity to heal. When she does so, she regains 30 (6d8 +3) hit points.
Before Combat Ophelia casts magic vestment on her armor and greater magic weapon on her rail gun.
During Combat Ophelia casts quickened shield of faith on the first round of combat (this bonus is included in her stats above), and then quickened freedom of movement, quickened irradiate, silence, and hold person on the following rounds. When multiple the PCs are in a line, she’ll fire on them with her rail gun; otherwise, she uses offensive spells against them. As Unity’s favored minion, she doesn’t need to attempt caster level checks to successfully cast fire spells within the Divinity Drive’s influence. She uses her quickened healing magic on herself during any round where she has fewer than 150 hit points, saving heal for emergencies. She prefers to hold off on casting miracle unless she needs a specific spell she hasn’t prepared, but if reduced to fewer than 100 hit points, she attempts to cast miracle to not only restore herself to full hit points but to restore all destroyed evaluator robots to full functionality at her side.
Morale Ophelia fights to the death.
Gear mwk breastplate, rail gun, Arms of the Iron God, belt of mighty constitution +4, cloak of resistance +3, cybernetic legs, dermal plating mark III, major ring of cold resistance, 5 batteries, 25,000 gp in powdered diamonds.
Appearing as a slate and steel angel with clawed feet, and a body wrought from steel and a soul wrought from stone, Ophelia sits at the right hand of an Iron God.