Huge Construct, Typically Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 210 (16d20 + 68)
Speed 50 ft., Climb 40 ft., Fly 40 ft.
STR
25 (+7)
DEX
16 (+3)
CON
18 (+4)
INT
20 (+5)
WIS
16 (+3)
CHA
12 (+1)
Skills Perception +6, Stealth +7
Damage Immunities Lightning, Poison, Psychic
Senses Darkvision 90 ft., Passive Perception 16
Languages Common, Draconic, Primordial
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Clockwork Primordial. Any character fighting the clockwork Primordial can see that the complex arrangement of its workings gives it a unique vulnerability. Any character within 5 feet of the construct can use an action to attempt a DC 14 Dexterity check using jeweler’s tools or thieves’ tools. On a success, the behir takes 15 bludgeoning damage as it components start to grind, and it is no longer able to recharge its lightning breath nor use its wings for 3 turns.

Actions

Multiattack. The Primordial makes two attacks: one with its bite and one to constrict.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.

Lightning Breath (Recharge 5–6). The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Arc Lightning. Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 16 (3d10) lightning damage, and lightning jumps from the target to one creature of the Primordial's choice that it can see within 30 feet of the target. That second creature must succeed on a DC 15 Dexterity saving throw or take 13 (3d8) lightning damage.

 

Reactions

Legendary Resistance (3/Day). If the Clockwork Primordial fails a saving throw, it can choose to succeed instead.

Legendary Actions

The Clockwork Primordial can take 3 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 tempest regains spent legendary actions at the start of its turn.

Move. Clockwork Primordial moves up to its speed.

Wing Attack (Costs 2 Actions). The Clockwork Primordial beats its wings. Each creature within 10 feet of the Clockwork Primordial must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The Clockwork Primordial can then fly up to half its flying speed.

Description

The Clockwork Primordial is a construct made by Nehushta as a temporary vessel for a small portion of her existence that is attempting to draw itself and any remnants of itself together to fully revive. The construct is made of various metals, dragon bones and scales, and intricate alien wood.  It has the form of a multilimbed, many winged Serpentine Dragon whose chest and limbs are filled with intricate clockwork parts. 

The construct's construction limits Nehushta's power even further than her soul's remnant can theoretically produce but it does stabilize them and allow them to gain power from their surroundings more efficiently. 

FirenzeSord

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