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BOSS FIGHT: UNITY, IRON GODDESS (PHASE 3)

I originally planned to have the UNITY fight staggered as I didn’t expect the characters to rest after they started engaging UNITY directly.  Though the fights are not one after the other I consider them one big fight in that context with the UNITY AI directly harassing the players via spells and minions.  

I was toying with the idea of having a phase 4 where the characters fight a Phase 1 UNITY in the bowels of the shuttle as she launches herself in to space – zero grav battle against a foe without a body.  Something similar to System Shock 2.  But never really worked it out  beyond an idea.

I also put together a list of dialogue for UNITY to use throughout the adventure.  Mostly inspired by SHODAN from System Shock 2.  But I also poached ideas from the Iron Gods forum thread on the Divinity Drive.

In the adventure UNITY actually had weakened versions based on other celestial creatures template like the Star Archon.  I did convert these over to 5e but I don’t want to publish it and confuse the issue – this is UNITY in all her glory.

Behold my final form!

UNITY’S AVATAR
Digital Solar
Large construct (AI, celestial), lawful evil

Armour Class 21 (natural armour)
Hit Points 540 (30d10 + 240) [maximized]
Speed 50 ft., fly 150ft.

STR 26 (+8)        DEX 22 (+6)       CON 26 (+8)
INT 34(+12)       WIS 22 (+6)        CHA 26 (+8)

Saving Throws lnt +19, Wis +13, Cha +15
Skills Perception +14
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120ft., passive Perception 24
Languages all, telepathy 120ft.
Challenge 24 (62,000 XP)

Angelic Weapons. UNITY’s weapon attacks are magical. When UNITY hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). 

Divine Awareness. UNITY knows if it hears a lie.

Innate Spellcasting. UNITY’s spell casting ability is Intelligence (spell save DC 29). Unity can innately cast cleric spells as level 20 cleric, requiring no material components:

At will: detect evil and good, invisibility (self only)

3/day each: blade barrier, dispel evil and good, resurrection

1/day each: commune, control weather

Magic Resistance. Unity has advantage on saving throws against spell s and other magical effects.

ACTIONS          
Multiattack. Unity makes two Blazing Greatsword attacks.

Blazing Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.

Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 120/600 ft., one target.
Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 190 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die. 

Flying Sword. Unity releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If Unity can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the Unity’s hands. If the hovering sword is targeted by any effect, Unity is considered to be holding it. The hovering sword falls and de-spawns if Unity Avatar dies.

Healing Touch (4/Day). Unity touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

LEGENDARY ACTIONS
UNITY 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 solar regains spent legendary actions at the start of its turn.

Teleport. UNITY magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Searing Burst (Costs 2 Actions). UNITY emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). UNITY targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.

REACTIONS  
Digital Fury. As a reaction when first bloodied UNITY blazes in digital glory. All those within a 20-foot radius of UNITY must make a DC 29 Constitution save or take 24 (6d6) radiant damage or half on a successful save. All creatures that took any damage from the radiance is blinded for 1 minute. A creature may make a save to end the blindness at the end of their turn.   This brilliant light persists until the end of the battle and remains centered on UNITY. Her blazing sword attacks deal an additional 6 (2d6) radiant damage while she is within the zone.

DESCRIPTION                    
The one and only Iron Goddess.

Posted in Dungeons & Dragons

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  1. Pingback:BOSS FIGHT: UNITY (PHASE 2) | Charm Person

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