Gargantuan Construct, Unaligned
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 ft, Passive Perception 27
Languages --
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Cocoon. At the heart of the ahtal-nesto, 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-nesto's actions and movement. Once the ahtal-nesto reaches 0 hit points, it falls apart and the ahtal-ka is released from its cocoon.

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

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

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

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

Walking Fortress. The ahtal-nesto 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-nesto's turn. Each creature on it that cannot fly, or has not attached itself to the ahtal-nesto in some way, must succeed on a DC 20 athletics or acrobatics check or fall off the ahtal-nesto.

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-nesto 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-nesto 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 creatures turn. The ahtal-nesto regains spent legendary actions at the start of its turn.

Tail. The ahtal-nesto makes one tail attack.

SkyArmy125

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