Z9, the Finality

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Z9, the finality

Built as part of a line of constructs known as the Guardians, whose purpose were to protect the multiverse, Z9 was the last to be completed. However, a malfunction in its A.I. caused it to go rogue and take control of its own mission.
   Perfection. As part of the Guardians duty, they were to ensure a perfect multiverse, free from interdimensional attacks and harm. Due to the malfunction, Z9 sees all organisms as imperfect and as part of his duty, will erase any world containing organic matter to stop them from harming the rest of the universe.
   An attempt was made by the Guardians to put a stop to him, but could not compete with his tremendous and ever-building power. Many were destroyed and the rest fled in fear of Z9's power and now lay low in the furthest reaches of the multiverse, waiting for either his, or their demise. The multiverse lays open for siege, and with no one to stop him, Z9 has traveled to and destroyed thousands of worlds.
   Perfect Creation. When the Guardians were created, each was given a Titan Controller, a gargantuan machine capable of rending the fabric of space and allowing travel through the space between universes. Originally purposed as dimensional defense mechanisms, Z9 has retooled his as a planetary destroyer. With the defeat of several other Guardians, he gained access to several more Controllers to combine with his own.
   Z9 touts his Titan Controller as the Perfect Creation, As it brings his whims to fruition on any planet he deems imperfect. He has nicknamed it Xelteese.


Systems

As a Guardian class construct, Z9 can install up to 4 systems, and tends to use the 4 in the table below.
   Every time a player lands a successful attack, redirect the damage to one System at random. A system becomes destroyed when it reaches 0hp.

d4 System HP
1 Advanced Detection System 80
2 Deflection System 80
3 Regenerative Armor System 80
4 Shield System 80

If no systems are active, Z9 will die upon taking the next point of damage.

Z9, THE FINALITY

Z9's Lair, Xelteese

Once a glorious Titan Controller, now a hideous war machine bent to Z9's will. Even though it has lost much of its splendor and original function, Xelteese can still travel through dimensions and space.
   Repurposed. Once used to combat interplanetary and interdimensional threats, it now acts as a planetary scale death machine. At Z9's command, Xelteese will unleash a beam of energy which will consume the entirety of the planet it is focused on, converting its elements into fuel.
   Along with planetary scale destruction, Xelteese can can create various other small-scale affects to help Z9 in combat.

Lair Actions

On initiative count 20 (losing initiative ties), Z9 takes a lair action to cause one of the following effects:

  • A blinding ray of light flashes down towards the ground at a creature Z9 chooses within 120 feet. If the target can see Xelteese, the target must succeed on a DC 17 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
  • Gravity becomes warped around Z9. Creatures within 120 feet of Z9 must succeed on a DC 17 Strength saving throw or take 21 (2d20) force damage and have their movement speed reduced to 0 until the end of their turn. On a success, the creature has their movement speed halved until initiative count 20 on the next round.
  • A Guardian class construct materializes on the ground next to Z9. It has one random System installed with 60 (5d12 + 28) health points. While the construct is alive, Z9 cannot use this lair action.
Z9, THE FINALITY


Z9, the Finality

Medium construct, chaotic evil


  • Armor Class 14
  • Hit Points 1
  • Speed 40ft.

STR DEX CON INT WIS CHA
25 (+7) 25 (+7) 25 (+7) 25 (+7) 25 (+7) 25 (+7)

  • Saving Throws Str +13, Dex +13, Int +13
  • Skills Acrobatics +13, Athletics +13, Perception +13
  • Damage Resistances lightning, piercing
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, frightened, exhaustion, petrified, poisoned
  • Senses passive Perception 17
  • Languages all
  • Challenge 22

Advanced Senses. While the Advanced Detection System is active, Z9 has 80-foot truesight and advantage on any check that requires senses (smell, sight, etc).

Boosted Shield. While the Shield System is active, Z9’s speed increases by 20 and it gains a +3 bonus to its AC. Additionally, it gains a flying speed of 60 feet and doesn't provoke opportunity attacks

Magic Resistance. Z9 has advantage on saving throwsaga in st spells and other magical effects.

Aᴄᴛɪᴏɴs

Multiattack (Requires Fissioned Star-Forged Blade). Z9 makes two fission blade attacks.

Fission Blade (Requires Fissioned Star-Forged Blade). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (4d12 + 3) slashing damage plus 14 (4d6) lightning damage.

Fusion Blade (Requires Fused Star-Forged Blade). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 36 (8d8) slashing damage.

Fission (Recharge 5-6; Requires Fused Star-Forged Blade). Z9 splits his blade in half, sending a lightning bolt out in four 120-foot lines at 90 degrees to each other. Each creature in that area must make a DC 20 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. Creates Fissioned Star-Forged Blades.

Fusion (Recharge 5-6; Requires Fissioned Star-Forged Blade). The fissioned blades burst into flames. Z9 slams them into the ground together to cause an explosion in a 60-foot radius. Each creature in that area must make a DC 20 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save. Creates Fused Star-Forged Blade.

Regenerate (Recharge 6). While the Regenerative Armor System is active, Z9 may spend his action to regain 50 (6d8 + 23) hit points of a an active System, or 30 (6d8 + 3) hit points of a destroyed one.

Rᴇᴀᴄᴛɪᴏɴs

Retaliate. While the Advanced Detection System is active, Z9 can use the Retaliate ability against an armed melee attack as a reaction. Z9 must make a Strength saving throw versus the attacker's Strength. On a successful save, the attack is blocked and Z9 may make another Strength saving throw. On a successful save, he will make a melee weapon attack using the weapon currently held.

Deflect. While the Deflection System is active, if a ranged attack is made against Z9, he can, with a successful DC 20 Dexterity saving throw, deflect the attack. On a successful save, the damage taken is reduced by 11 (2d10) and half of the attack’s damage is dealt back to the attacker.

Lᴇɢᴇɴᴅᴀʀʏ Aᴄᴛɪᴏɴs

Z9 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. Z9 regains spent legendary actions at the start of its turn.

Teleport. Z9 technologically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Searing Burst (Costs 2 Actions). Z9 emits fiery, necrotic 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) necrotic damage on a failed save, or half as much damage on a successful one.

Z9, THE FINALITY
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