Huge Construct (Devil), Lawful Evil
Armor Class 18 (natural armor)
Hit Points 232 (3d8)
Speed 20 ft.
STR
20 (+5)
DEX
12 (+1)
CON
17 (+3)
INT
4 (-3)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws STR +10, CON +8
Skills Perception +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Poisoned, Prone, Restrained
Senses Darkvision 60 ft., Passive Perception 10
Languages Infernal, Common
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Vigilant. The Brimstone Behemoth can’t be surprised.

Maker's Mark: The Brimstone Behemoth will not attack Devils (This does not include Tieflings of infernal heritage)

Actions

Mutiattack: The Brimstone Behemoth makes three  Slam attacks.

Slam. Melee Weapon Attack: +8 to hit, 20 reach ft., one target you can see. Hit: 2d8+5 bludgeoning damage.

Repair (3/Day). The magical mechanisms inside the iron defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.

Legendary Actions

Strike While Hot: The Brimstone Behemoth can spend one use of  Legendary Action to make one slam attack when a creature takes any damage not from the Behemoth.

Stoke the Flames:  The Brimstone Behemoth can spend all three of its Legendary Actions to ignite its fists adding an extra 1d12 fire damage to its Slam attacks.

 

Description

This metallic creature resembles the upper torso, head and arms of a huamnoid affixed to the ground with large chains and gears being the vehicle of movement for the creature.

Lair and Lair Actions

On initiative count 20

1:The rivers of magma flow faster and hotter, any creature within 15 feet must make a DC 15 Dex save or take 3d6 Fire damage on a failed save or half as much on a succesful one.

2: 1d4 Bronze Scouts appear to help the Behemoth with intruders

BigSully

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