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

Prior to "Zero" appearing, it detected a spatial distortion. {| Large celestial construct, lawful neutral

Armor Class 16 (Plate Armor) Hit Points 75 (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.

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

ACTIONS
Gravity Manipulation.The Ally of Justice will use its ability to change gravity and pulls each creature grappled by it up to 30 feet straight toward it.

'Brain Consumption. (Recharge 4-5)' Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the Ally of Justice. Hit: The target takes 50 (8d12) piercing damage. If this damage reduces the target to 0 hit points, the Ally of Justice kills the target by absorbing its brain and gains 20 temporary hit points.

Mind Blast (Recharge 5-6). The Ally of Justice will magically emits psychic energy in a 120-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 45 (8d8 + 9) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Frightful Presence. Each creature of the Ally of Justice’s choice that is within 120 feet of the dalasmir and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dalasmir's Frightful Presence for the next 24 hours.

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.
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