Huge Construct (Controller), Typically Chaotic Evil
Armor Class 18 Natural Armor
Hit Points 230 (20d12 + 100)
Speed 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
14 (+2)
WIS
12 (+1)
CHA
10 (+0)
Skills Arcana +6, Perception +4
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Primordial Common, Primordial
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Arcane Disruption Core: The behemoth emits an anti-magic field in a 20-foot radius, nullifying magical effects within the area.

Bio-Enhanced Regeneration: At the start of its turn, the behemoth regains 20 hit points.

Nanite Reconstruction: The Arcane-Bio-Tech Behemoth can release a swarm of nanites that rapidly repair its damaged components, regenerating a portion of its health equal to 1d10 + its Constitution modifier once per day. This ability allows the Behemoth to sustain prolonged engagements and forces adventurers to adapt their strategies to overcome its regenerative capabilities.

Biological Vulnerability: Vulnerable to acid-based attacks that deal at least 15 points of damage in a single turn, disabling its regeneration for 1 minute.

Arcane Core Overload: Prolonged exposure to magical attacks can destabilize its Arcane Disruption Core, causing random magical surges(d10) that disrupt its own abilities for 2 rounds after sustaining damage from three consecutive magical attacks within one round.

 

 

 

Actions

Multiattack: The behemoth makes two attacks: one with its Arcane Blade and one with its

Arcane Blade: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 5) slashing damage.

Magi-tech Pulse Cannon: Ranged Weapon Attack: +8 to hit, range 60/120 ft., one target. Hit: 18 (4d8) force damage.

Bonus Actions

Bio-Tech Reconstruction: The Behemoth can use its bonus action to initiate a rapid bio-tech reconstruction process, regaining hit points equal to 3d10 + its Constitution modifier. This ability allows the Behemoth to quickly repair damaged bio-mechanical components, bolstering its resilience in the heat of battle. Roll a d6. If 1-3, see corresponding effect.

  1. System Overload: The Behemoth's bio-tech systems become overwhelmed with energy, causing temporary malfunction. Until the end of its next turn, the Behemoth has disadvantage on all attack rolls and saving throws as it struggles to regulate the excess power coursing through its body.
  2. Bio-Tech Instability: Unstable bio-tech components within the Behemoth's body flare up, causing erratic behavior. For the next round, the Behemoth's movement speed is halved, as it grapples with internal fluctuations that hinder its mobility and coordination.
  3. Magic Surge: A surge of unpredictable magic disrupts the Behemoth's internal systems, interfering with its ability to focus. Until the end of its next turn, the Behemoth has disadvantage on concentration checks to maintain spells or abilities, as the magical energy within it fluctuates uncontrollably.
Reactions

Disruptive Countermeasures: When a creature within 10 feet of the Behemoth casts a spell, the Behemoth can use its reaction to attempt to disrupt the spellcasting. The creature must make a DC 15 Constitution saving throw. On a failed save, the spell fails, and the creature takes force damage equal to the spell's level + the Behemoth's Intelligence modifier. This reaction showcases the Behemoth's ability to counter magical threats with its disruptive bio-tech capabilities.

Legendary Actions

The Arcane-Bio-Tech Behemoth 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 creature's turn. The Behemoth regains spent legendary actions at the start of its turn.

Arcane Shield (Costs 2 Actions): The behemoth creates a magical shield around itself, gaining resistance to all damage until the start of its next turn.

Legendary Resistance (3/Day + 1 Action): If the behemoth fails a saving throw, it can choose to succeed instead.

Mythic Actions

Reality Tear (3/Day): The Behemoth tears open a rift in reality, causing spatial distortions in a 20-foot radius around it. All creatures in the area must succeed on a Dexterity saving throw or be teleported to a random location within the radius.

Description

The Arcane-Bio-Tech Behemoth is a fearsome entity that blends arcane magic, advanced technology, and living biological components. This monstrous fusion possesses a unique combination of strengths and vulnerabilities, making it a formidable foe in battle.

 

Lair and Lair Actions

Within the depths beneath the prison lies a secret laboratory where the Arcane-Bio-Tech Behemoth has made its lair. The air crackles with the scent of ozone and chemicals, and the walls are lined with pulsating arcane machinery and glowing vats of bio-fluids.

  • Main Chamber: The central chamber is dominated by a massive containment unit housing the Behemoth's hulking form. Tubes and wires connect it to various arcane devices, sustaining its immense power.
  • Experimental Stations: Surrounding the main chamber are smaller workstations cluttered with alchemical tools, experiment logs, and remnants of failed bio-tech creations. Arcane symbols and sigils are etched into the floors and walls, pulsing with a faint magical glow.
  • Energy Conduits: Crisscrossing the ceiling are humming energy conduits channeling raw magical energy into the Behemoth's core, empowering its abilities and defenses.
  • Prisoners' Cells: Adjacent to the laboratory are dark, dank cells where unfortunate prisoners are held, their cries echoing through the stone corridors. The Behemoth occasionally draws upon their life force to fuel its experiments.
  • Security Measures: Automated arcane constructs patrol the corridors, ensuring no intruders disturb the Behemoth's work. Traps and wards are scattered throughout, designed to incapacitate or eliminate any threats.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Arcane Surge: The behemoth can choose up to three creatures within its lair to make a DC 16 Intelligence saving throw. On a failed save, the creature takes 14 (4d6) force damage as a surge of arcane energy lashes out at them.

  • Bio-Energy Infusion: The behemoth can infuse itself with bio-energy, gaining advantage on its next attack roll or saving throw.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Unstable Magic: Spells cast within 1 mile of the Behemoth's lair have a 10% chance of producing unexpected results or backfiring, causing unpredictable effects.

  • Bio-Tech Mutation: Flora and fauna within the radius undergo bizarre mutations, with plants growing twisted and aggressive, and animals exhibiting unnatural behaviors. The ecosystem becomes warped by the Behemoth's bio-tech energies, creating a hazardous environment for travelers.

If the [monster name] dies, these effects fade over the course of 3 days.

Habitat: Underdark

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