Ally of Justice Decisive Armor (Duel Terminal:Order of the Warlords)

The trump card of Ally of Justice, the quickly-built supreme anti-Worm weapon is sent to the ultimate decisive battle. As the battle swings back and forth, it finally ends in it barely defeating Zero. {| Large celestial construct, lawful neutral

Armor Class 16 (Plate Armor) Hit Points 105 (10d10 + 50) Speed 60 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. Ally of Justice 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.

Arcane Grenade. Ally of Justice hurls a magical grenade at a point he can see up to 60 feet away. All creatures within a 20-foot radius of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one. The grenade releases a cloud of toxic gas that covers a 20-foot radius. Any creature that is completely within the cloud at the start of its turn must make a DC 19 Constitution saving throw, taking 22 (5d8) poison damage on a failed save, or half as much damage on a successful one. On a failed save, a creature must also spend its action on that turn retching and reeling. Creatures that do not need to breathe or are immune to poison automatically succeed on this saving throw. The gas cloud lingers until the end of Ally of Justice’s next turn. Ally of Justice carries 4 Arcane Grenades.
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