Legendary Resistance (3/Day). If the ahtal-ka fails a saving throw, it can choose to succeed instead.
Golden Silk. When a creature makes a melee weapon attack against the ahtal-ka's webbing and misses, the weapon becomes stuck to it, requiring an action and a successful DC 19 Strength check to pull free.
Magic Resistance. The ahtal-ka has advantage on saving throws against spells and other magical effects.
Paragon Creature. The ahtal-ka counts as a number of creatures equal to it's paragon multiplier (3 counting the ahtal-nest) for the purposes of determining combat encounters. The XP value for a ahtal-ka is multiplied by it's paragon multiplier.
Reel in. The ahtal-ka has a 10-foot beam on its back. When it throws the rusted beam it can pull it back to itself as a bonus action. Any creature in the path of the beam as it is pulled in must make a DC 26 Dexterity saving throw, taking 40 (9d8) bludgeoning damage on a failed save, or half as much on a successful one.
Multiattack. The ahtal-ka uses its dragonator lance and then makes four attacks: one claw swipe attack, two rusty beam attacks, and one spiderweb burst attack.
Claw swipe. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) slashing damage. If there is another creature within 5 feet of the target, the other creature must make a DC 26 Dexterity saving throw, taking 19 (3d6+9) slashing damage on a failed save.
Rusted Beam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage.
Dragonator Lance. The ahtal-ka pulls a 20-foot long by 5-foot wide dragonator lance from the ground within 15 feet of it. It then sends it flying along a 120-foot line. Each creature along the line must make a DC 20 Dexterity saving throw, taking 22 (4d10) piercing damage on a failed save, or half as much on a successful one.
Throw (Recharge 5-6). The ahtal-ka uses its claws to pull its webbing attached to the rusted beam sending it crashing down in a 10-foot cube within 60 feet of it. Each creature within the 10-foot cube must make a DC 26 Dexterity saving throw. On a failed save the creature is knocked prone and takes 40 (9d8) bludgeoning damage. On a successful save, the target takes half as much damage and is not knocked prone.
Spiderweb burst. Melee Weapon Attack: +16 to hit, reach 80/320 ft., one target. Hit: The target is Restrained by golden webbing. As an action, the Restrained target can make a DC 19 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 20; hp 40; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Scatter Webs (Recharge 6). The ahtal-ka releases ten 120-foot long 5-foot wide strands of golden webbing from its abdomen. Each strand goes in a different direction and if it impacts a hard surface, such as a wall, it immediately stops creating a line of webbing. Any creature that starts its turn within the line or moves into it for the first time, must make a DC 26 Dexterity saving throw or they are restrained by the webbing. As an action, the Restrained target can make a DC 19 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 20; hp 40; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Paragon Trait
Paragon Fortitude. The ahtal-ka has multiple pools of hit points, each which is tracked separately. Damage and healing only applies to the current hit point pool. When a pool is depleted of all hit points, it becomes inactive. When this happens, the ahtal-ka immediately saves against all ongoing conditions and effects. If all hit point pools are inactive, the ahtal-ka dies. When it takes a long rest, the ahtal-ka heals all hit points in the current pool and fully heals one depleted hit point pool.
Paragon Fury. The ahtal-ka rolls initiative with advantage. The ahtal-ka starts with 1 paragon action. If a hit point pool is depleted, the ahtal-ka gains one additional paragon action. The ahtal-ka may use a paragon action after any other creature takes a turn. If the ahtal-ka does so, they regain their reaction. A paragon action is a complete turn. They have an action, bonus action and may move up to their full speed. The paragon actions refresh at the start of the ahtal-ka's turn and any remaining actions from the previous turn are lost.
Paragon Transformation. When the first pool of hit points becomes inactive, the ahtal-ka wrap itself in a cocoon and pull its collection of scrap metal, debris, and silk forming "walking fortress" known as the Ahtal-Nest. The ahtal-nest stat block can be found below.
When the ahtal-nest is destroyed or if it is unable to form it, the ahtal-ka enrages. While enraged, the ahtal-ka changes as follows:
It gains the following abilities:
- Dragonator Barrier. Four dragonators constantly spin 5 feet above the ahtal-ka with the point of the lance cutting into the ground. When a creature starts its turn within 10 feet of the ahtal-ka or enters a space within 10 feet of the ahtal-ka for the first time on a turn they take 14 (2d6) slashing damage.
- Freedom of Movement. The ahtal-ka ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Its gains the following action:
- Dragonator Swarm. The ahtal-ka pulls out six dragonators from the ground attached to it by golden threads. When it uses this action, and as a bonus action on subsequent turns, the ahtal-ka can hurl up to two dragonators to a location within 120 feet of it. Each creature within 5 feet of the location must make a DC 26 Dexterity saving throw. The dragonator deals 22 (4d10) piercing damage on a failed save, or half as much damage on a successful save.
The following action change:
- Rusted Beam attack is renamed to Rusted Wheel.
- Multiattack. The ahtal-ka makes 5 attacks; two spiderweb burst attacks, one claw swipe attack, and two rusted wheel attacks.
- Throw (Recharge 5-6). The ahtal-ka throws the 20-foot tall, 5-foot wide rusted wheel on its back. The rusted wheel travels along the ground for 120 feet in any direction. The ahtal-ka travels with the wheel without provoking attacks of opportunity, pulling it onto its back when the wheel stops. If the rusted wheel enters a creatures space during its travel, that creature must make a DC 26 Dexterity saving throw. On a failed save the creature is knocked prone and takes 81 (18d8) bludgeoning damage. On a successful save the creature takes half as much damage and is not knocked prone.
Description
"In some places, there have been legends about this Walking Treasure that wanders from place to place. This treasure is said to raid fortresses, leaving behind mass destruction, and defeat whole armies in a matter of minutes. It is even capable of taking over a whole fortress if it wants to. Though dangerous, inside this giant monster is a treasure that very few are lucky enough to see." Ahtal-Ka is a legendary Mantis-like Neopteron that has been running wild for a few decades now.
Ahtal-Ka is a legendary Mantis-like Neopteron that has been running wild for a few decades now. Ahtal-Ka are predators, though it is unknown what their common prey is. However, female Ahtal-Ka are well-known for feeding on males, showing that this species is cannibalistic in nature.
It somewhat resembles a devil's flower mantis in appearance and the color scheme is similar to that of a classical Egyptian Pharaoh. The majority of the body is golden. Its has a large headpiece that has alternating gold and blue lines like those on a Pharaoh's crown. It has a pair of purple eyes, each with a minuscule black pupil (much like a mantis). It has six limbs, each of which are yellow with a set of purple triangles beneath them. There are four "legs" and two "claws"; at the end of the "legs" are small claws/talons while the "claws" have elaborate wing like extensions at the base and have a pair of large hooks at the ends. Though these claws are weapons, they are mostly used as tools in manipulating the goldensilk that Ahtal-Ka produces. This beautiful silk is sticky and strong, allowing for Ahtal-Ka to pull and hold objects together with little ease. This silk is also strong enough to hold a whole fortress together. Ahtal-Ka mostly uses the golden silk to weave together debris it has stolen from fortresses. It uses this debris to construct something truly monstrous, a "giant walking puppet" for itself called Ahtal-Nesto
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