Ally of Justice Searcher (Duel Terminal:Order of the Warlords)

A robot meant to destroy invaders. {| Large celestial construct, lawful neutral

Armor Class 16 (Plate Armor) Hit Points 105 (10d10 + 50) Speed 40 ft. climb 40 ft.

Saving Throws Dex +8, INT +8 Skills Perception +4 Damage Resistances necrotic, bludgeoning,piercing, and slashing from nonmagical attacks Damage Immunities cold, psychic Condition Immunities charmed, frightened, poisoned Senses blindsight 30 ft., passive Perception 9 Languages all; Challenge 15 (13,000 XP)

Acid Absorption. Whenever the Ally of Justice is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

Magic Weapons. The Ally of Justice's weapon attacks are magical.

ACTIONS
Multiattack can make two ray attacks

Ray. Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 9 (2d6 + 2) radiant damage.

Haste (Recharge 5-6). Until the end of its next turn, the Ally of Justice magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

Accelerated Earthly Shake. The Ally of Justice shifts the ground with its tires, triggering an earthquake. All other creatures on the ground within 60 feet of the Ally of Justice must make a DC 22 Strength saving throw. On a failed save, a creature takes 33 (6d10) bludgeoning damage and is knocked prone. On a successful one, a creature takes half as much damage and isn't knocked prone.
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