Gargantuan Construct, Chaotic Evil
Armor Class 23 (Natural Armor)
Hit Points 259 (14d20 + 112)
Speed 40 ft.
STR
26 (+8)
DEX
12 (+1)
CON
26 (+8)
INT
16 (+3)
WIS
17 (+3)
CHA
21 (+5)
Skills Perception +17
Damage Resistances Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Unconscious
Senses Darkvision 120, Passive Perception 27
Languages --
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Cocoon. At the heart of the ahtal-neset, a ahtal-ka resides within a golden cocoon. This cocoon acts as a if it was a resilient sphere meant for a huge sized creature. While in the cocoon, the ahtal-ka controls the ahtal-neset's actions and movement. Once the ahtal-neset reaches 0 hit points, it falls apart and the ahtal-ka is released from its cocoon.

Immutable Form. The ahtal-neset is immune to any spell or effect that would alter its form.

Golden Orb. The ahtal-neset has 3 golden orbs made up of webbing, that fit in a 5 foot cube each, on its body; two are on either side of the back between its front and hind leg, the other is located 15 feet above its back on its neck. Each orb has an AC of 20 and 50 hit points.

Golden Silk. When a creature makes a melee weapon attack against the ahtal-neset's webbing and misses, the weapon becomes stuck to it, requiring an action and a successful DC 19 Strength check to pull free.

Golden Regeneration. The ahtal-neset regenerates 90 hit points a round as it reconnects its scrap metal and debris with its golden threads. For each Golden Orb that is destroyed, the ahtal-neset's regeneration is reduced by 30.

Axiomatic Mind. The ahtal-neset can't be compelled to act in a manner contrary to its nature or its instructions from the ahtal-ka.

Siege Monster. The ahtal-neset deals double damage to objects and structures.

Walking Fortress. The ahtal-neset is a walking fortress, with four 20-foot tall climbable legs (Climb DC 20). Its back has two 20-foot long by 5-foot wide walkways adjacent to its legs.
  At the start of the ahtal-neset's turn. Each creature on it that cannot fly, or has not attached itself to the ahtal-neset in some way, must succeed on a DC 20 athletics or acrobatics check or fall off the ahtal-neset.

Actions

Stomp. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) bludgeoning damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target on its body. Hit: The ahtal-neset grabs a Large or smaller creature and throws it 60 feet in the direction of its choosing. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was Thrown. If the target is thrown at another creature that is not on the ahtal-ka, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Legendary Actions

The ahtal-neset can take 2 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. The ahtal-neset regains spent legendary actions at the start of its turn.

Tail. The ahtal-neset makes one tail attack.

Description

 Ahtal-Ka uses debris to construct something truly monstrous, a "giant walking puppet" or itself called Ahtal-Neset.

Its "walking fortress'", the Ahtal-Neset, is a towering war machine crudely assembled from scrap metal, debris from ruins, and the Ahtal-Ka's own silk. It is quadrupedal in structure, with a "head" vaguely reminiscent of a wyvern's and a tail tipped with metal spikes. The Ahtal-Ka's silk is visible through gaps in the joints and armor plating and allows the Ahtal-Ka to control the movement of its creation like a marionette. When controlling the Ahtal-Neset, the Ahtal-Ka itself is covered in a silken cocoon hidden in the "chest" of the machine.

Previous Versions

Name Date Modified Views Adds Version Actions
9/23/2020 1:58:28 AM
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0.1
Coming Soon
3/3/2021 1:11:42 AM
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0.2
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Habitat: Desert

Dung1e

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