METATRON | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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METATRON CR: 20 (25,000 XP)

Large construct (robot), lawful neutral
Armor Class: 22 (platinum noqual enameled skymetal body)
Hit Points: 357 (21d10 + 147) plus 100 hp force field
Speed: 40 ft

STR

18 +4

DEX

24 +7

CON

24 +7

INT

18 +4

WIS

11 +0

CHA

11 +0

Saving Throws: DEX 1d20+10
Skills: Perception 1d20+12
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons that aren’t skymetal (adamantine)
Damage Immunities: necrotic, poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: truesight 120 ft., passive Perception 22
Languages: All (Universal Translators)
Challenge Rating: 20 (25,000 XP)

Gift of the Machine Godess. As a creature of ancient arcana (technology), Metatron gains many damage and condition resistances and immunities, but they are also susceptible to electrical attacks:

  • Automatically gains a proficiency or feat as needed though he can only have one new ability active at any given time. He does this as part of short rest downloading the knowledge he needs from the noosphere to finish a mission at hand.
  • Is combat-hardened and has a damage threshold equal to half his CR rounded down; that is, it reduces all individual attacks by the threshold numbers damage. Metatron has a damage threshold of 9.
  • Has advantage on Wisdom (Perception) checks that rely on sight or sound and has double proficiency bonus in the Perception skill as it constantly scans its surroundings for danger.
  • All robots have a weakness to lightning-based damage. They have disadvantage on saving throws against attacks that do lightning damage and on a natural 1 are stunned until the end of his next turn.
  • Robots built by the Ancients were built to last. Each has a continuous reanimation protocol active which heals/mends the robot a number of hit points equal to its CR (minimum of 1) per round. This ability ceases to function when the robot is reduced to 0 hit points. Metatron regenerates 18 hit points at the start of his turn.
Divine Awareness. Metatron knows if he hears a lie.   Empowered Attacks. Metatron's melee attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.   Immunity to Magic. Metatron is immune to and absorbs any spell or spell-like ability. In addition, certain spells and effects function differently against him, as detailed below:
  • Magical lightning damage slows him until the end of his next round, with no saving throw. If hasted, magical lightning attacks instead negate the haste effect.
  • Dispel Magic negates his Impeded Magic ability for 1d4 rounds.
Impeded Magic. A spellcaster within 60 feet of Metatron must succeed at a Constitution ability check (DC 15 + the level of the spell being cast) to successfully cast a spell — if this check fails, Metatron absorbs the spell and the caster loses the spell.   Overwhelming Nanite Surge (3/Day). If Metatron fails a saving throw, he can choose to succeed.   Quantum Force Field. Metatron is sheathed in a thin layer of shimmering quantum energy that grants him 100 temporary hit points. All damage dealt to him with an active force field is reduced from these hit points first. If the force field is active, Metatron is immune to critical hits; force attacks and loses its weakness to lightning damage. The force field has an effective regeneration of 100, but once reduced to 0; the force field shuts down and does not reactivate until a long rest is completed.   Spell Absorption. Whenever Metatron absorbs a spell, he heals 5 points of damage per spell level. Healing more than his normal hit point maximum grants him temporary hit points. These hit points stack with his Quantum Force Field if still active. Absorbing a spell gives him the benefits of the haste spell for 1 round per spell level absorbed.   Dekaja. A creature struck by Metatron’s melee attack is targeted by dispel magic. Metatron absorbs any spells so sundered.    

Actions

Multiattack. Metatron makes two melee weapon attacks.   Megidolaon Clawed Gauntlet. Melee Weapon Attack: 1d20+13 to hit, reach 5 ft., one target. Hit: 22 ( 4d6+7 ) slashing damage plus 27 ( 6d8 ) radiant damage (average total: 49). If the target is Chaotic in alignement, it does an additional 7 ( 2d6 ) slashing damage.   Mahamaon Energy Whip. Melee Weapon Attack: 1d20+13 to hit (ignores armor), reach 15 ft., one target. Hit: 42 ( 8d8+7 ) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward Metatron.   Razorwings. Melee Weapon Attack: 1d20+13 to hit, reach 10 ft., one target. Hit: 22 ( 4d6+8 ) slashing damage and scores a critical hit on a 19 or 20. On a critical hit, the wings do an additional 32 slashing damage.   Fire of Sinai (Recharges 5-6). Purifying mult-melta cannons emerge from Metatron's shoulders which unleash a torrent of liquid radiation. The torrent spews forth in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 45 ( 10d8 ) poison (radiation) damage on a failed save, or half as much damage on a successful one. A creature reduced to zero hit points by this attack is utterly destroyed, and its soul is claimed by UNITY.

BONUS ACTIONS
Healing Touch (4/Day). Metatron touches another creature. The target magically regains 40 ( 8d8+4 ) hit points and is freed from any curse, disease, poison, blindness, or deafness.   Summon Angel (1/Day). Metatron by force of will can automatically summon 1d3+1 platinum empyreans (treat as Deva, but with the subtype of robot). The summoned robot appears in an unoccupied space within 60 feet of him, acts as an ally of, and can’t summon other demons. It remains indefinitely until it or Metatron dies, or until Metatron dismisses it as a free action.

Reactions

Razor. When Metatron is hit by an attack he may make a razorwing attack against the triggering attacker.

Legendary Actions

Metatron 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. He regains spent legendary actions at the start of his turn.

  • Teleport. Metatron magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
  • Blinding Gaze. Metatron targets all creatures he can see within 30 feet of him. If the targets can see him, the target must succeed on a DC 21 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
  • Searing Burst (Costs 2 Actions). Metatron emits magical, divine energy. Each creature of his 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.

Lair Actions

On initiative count 20 (losing initiative ties), Metatron takes a lair action to cause one of the following effects; Metatron can’t use the same effect two rounds in a row. All of Luna Castellum is considered his lair:

  • Automated Laz-Cannons pop out of cunningly hidden recesses in the roof and spray the area with gunfire. They are superhumanly accurate and only hit enemy creatures. Each creature in the room must make a DC 15 Dexterity save or take 12 ( 4d6 ) radiant damage.
  • The area is flooded with noqual infused gas. All spellcasters must make a DC 15 Constitution saving throw or lose a randomly memorized spell (or a random spell slot for spontaneous casters like sorcerers).
  • One creature Metatron can see within 60 feet of him must succeed on a DC 15 Charisma saving throw or be banished to the Matrix - a digital plane - a different plane of existence UNITY has programmed into being. To escape, the creature must use its action to make a DC 15 Charisma ability check. If the creature wins, it escapes the digital plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

Metatron resides in Luna Castellum (Luna, or the Moon of Earth) the home of his goddess UNITY. He sits at the nerve center of those ancient ruins surrounded by magical divination screens (monitors) which he observes and directs UNITY’s faithful. If challenged by foolish adventures in his sanctum - the Temple of Eternity - every construct on the level or servant of UNITY will arrive to aide him within 1d4 rounds (combat timer).

This golden four-winged, angelic-shaped machine was designed and built to act as the proxy of the UNITY the Golden Goddess and act as her voice.

Suggested Environments

Metatron can be found protecting UNITY’s the Golden Goddesses' Luna Castellum domain or around the multiverse on missions for his mistress


Created by

solomani.

Statblock Type

Monster

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