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.
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. When the ahtal-neset reaches 0 hit points, it falls apart and the ahtal-ka reappears in the neset's space using the Enraged Ahtal-Ka stat block.
Golden Orb. The ahtal-neset has three golden orbs made up of webbing. Each orb fits in a 5-foot cube, 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. The orbs can be attacked and destroyed (AC 20; hp 50). Destroying an orb deals no damage to the ahtal-neset, but reduces the hit points it regains from its Golden Regeneration by 30.
Golden Regeneration. The ahtal-neset regenerates 90 hit points at the start of its turn if it has at least 1 hit point. The number of hit points it regains is reduced by 30 each time a Golden Orb is destroyed.
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.
Immutable Form. The ahtal-neset is immune to any spell or effect that would alter its form.
Siege Monster. The ahtal-neset deals double damage to objects and structures.
Multiattack. The ahtal-ka uses its Dragonator Lance. It then makes one Claw Swipe attack, two Rusted Wheel attacks, and two Spiderweb Burst attack.
Claw Swipe. Melee Weapon Attack: d20+15 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) slashing damage. If there is a creature within 5 feet of the target, that creature must make a DC 24 Dexterity saving throw, taking 19 (3d6+9) slashing damage on a failed save.
Rusted Wheel. Melee Weapon Attack: d20+15 to hit, reach 20 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.
Spiderweb Burst. Ranged Weapon Attack: d20+15 to hit, reach 90/360 ft., one target. Hit: The target is restrained by golden webbing. As an action, the Restrained target can make a DC 18 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).
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 throws it along a 120-foot line. Each creature along the line must make a DC 22 Dexterity saving throw, taking 17 (3d10) piercing damage on a failed save, or half as much damage on a successful one.
Dragonator Swarm. The ahtal-ka pulls six dragonators from the ground that are 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 22 Dexterity saving throw, taking 17 (3d10) piercing damage on a failed save, or half as much damage on a successful one.
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 opportunity attacks, pulling it onto its back when the wheel stops. If the rusted wheel enters a creature's space during its travel, that creature must make a DC 22 Dexterity saving throw. On a failed save the creature is knocked prone and takes 72 (16d8) bludgeoning damage. On a successful save the creature takes half as much damage and isn't knocked prone.
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. If it impacts a hard surface, such as a wall, it immediately stops creating a line of webbing. Each creature that starts its turn in one of these lines or moves into one for the first time on a turn must make a DC 22 Dexterity saving throw or be restrained by the webbing. As an action, the restrained target can make a DC 18 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).
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