Large Construct, Unaligned
Armor Class 18 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 60 ft., Fly 100 ft.
STR
22 (+6)
DEX
8 (-1)
CON
19 (+4)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws DEX +3, CON +8, WIS +5, CHA +7
Skills Perception +9
Damage Immunities Lightning
Senses Darkvision 120 ft., Truesight 30 ft., Passive Perception 19
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Pilot. In order for Archemas to move or function, a creature must enter Archemas's control hatch and attach himself to the processor. The processor, when activated, seals the Pilot inside, protecting him from any form of harm,  and replaces his senses with those of the machine. During this time, the Pilot is blinded, deafened, and is unable to use his own senses, but has the full range of Archemas' abilities and traits. Archemas' Charisma and Intelligence scores are replaced with that of the Pilot creature. This state ends if and only if Archemas' Hit Points are reduced to 0 or its battery charge effect activates.

Battery Charge. After two hours of a pilot being linked to Archemas, it deactivates and cannot be reactivated for one week. If Archemas is still airborne, it takes 10 bludgeoning damage for each 10 ft. it falls upon landing. 

Magnetic Conductor. Whenever Archemas receives Lightning damage, it regains 5 hit points and automatically succeeds its next Thunder Missile Barrage recharge roll.

Complex Machinery: If Archemas falls to zero hit points, no methods short of a wish spell are able to restore it to its original state. This effect is bypassed if repaired by the original creators or by a creature with an Intelligence score of 20 or higher with the blueprints.

Actions

Multiattack. Archemas makes three attacks: one with its tail and two with its claws.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) piercing damage plus 5 (1d10) lightning damage. (Archemas may not target itself with this attack.)

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage.

Thunder Missile Barrage (Recharge 4–6). Archemas fires 5 missiles with a range of 120 ft. and may choose each target individually. (Archemas may not target itself.) Each creature targetted must make a DC 15 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, (or half as much damage on a successful one,) for each missile targeting it.

Description

Archemas is a large, bronze mechanical dragonoid with holes in the spine that leak blue steam. It can be piloted by a medium or small humanoid that crawls down its mouth. Archemas was created by an ancient engineering sect that mysteriously disbanded long ago. It was sealed inside an ancient vault beneath the mountain Mein and has been undisturbed for thousands of years.

WARNING: Do not give to a low-mid level party under any circumstances. Intended for use as a BBEG weapon only.

Habitat: CoastalDesert

DesertDungeonMaster

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