Ally of Justice Thousand Arms (Duel Terminal:Order of the Warlords)

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

Armor Class 16 (Plate Armor) Hit Points 85 (10d10 + 50) Speed 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.

Surprise Attack. If the Ally of Justice surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 9 (2d8) damage from the attack.

Aggressive. As a bonus action, the Ally of Justice can move up to its speed toward a hostile creature it can see.

Ambusher. In the first round of combat, the Ally of Justice has advantage on attack rolls against any creature it surprised.

ACTIONS
Multiattack. A Ally of Justice can make two Shortsword attacks.

Shortsword . Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Duplicate. The Ally of Justice creates a replicant of itself at a location it can see up to 30 feet away, at full health. The replicant can immediately make a Shortsword attack. Replicants have 4 hit die instead of 8. Replicants are capable of creating Replicants, but they have a combined pool of how many bodies they can have.

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 shortsword attack as a bonus action.
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