Gargantuan Construct, Unaligned
Armor Class 14 Natural armor
Hit Points 231 (14d20 + 84)
Speed 0 ft.
STR
21 (+5)
DEX
6 (-2)
CON
22 (+6)
INT
6 (-2)
WIS
10 (+0)
CHA
3 (-4)
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60ft., Passive Perception 10
Languages understands the languages of its creator but cannot speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Immutable Form. The clockwork behemoth is immune to any spell or effect that would alter its form.

Magic Resistance. The clockwork behemoth has advantage on saving throws against spells and other magical effects.

Magic Weapons. The clockwork behemoth's attacks are magical.

Siege Monster. The clockwork behemoth deals double damage to objects and structures.

Invulnerable. The clockwork behemoth is covered in an arcane ward that makes it immune to all damage.

Actions

Multiattack. The clockwork behemoth makes two slam attacks.

Slam. The clockwork behemoth slams its palm onto a point on the ground or wall within 60 feet. Each creature within a 10x10x10 cube is thrown out of the area and must make a DC 17 Dexterity saving throw, taking 26 (6d6 + 5) damage and landing prone on a failed save or half as much on a successful one. The ground where the Slam impacted is considered difficult terrain, and the area of a structure hit by Slam is crushed.

Sweep. The clockwork behemoth sweeps its arm in an arc along the ground. Each creature on the ground within a 60-foot cone must make a DC 17 Dexterity saving throw, taking 38 (6d10 + 5) damage on a failed save or half as much on a successful one.

Reactions

Power Down. If one of the circuit breakers on either the North or South Observation Decks are flipped, the Clockwork Behemoth becomes paralyzed until the end of its next turn.

Berserk. The Clockwork Behemoth enters a berserk state after 2 of its 3 shutoff valves are closed, or on the turn after it has Powered Down. On the turn it becomes berserk it rips itself from its restraints and crashes to the floor, losing the Invulnerable trait, gaining a walk speed of 20 and taking 88 (12d10 + 12) damage. It loses its Shake legendary action and gains the ability to use its Slam as a legendary action.

Legendary Actions

The clockwork behemoth can take 1 legendary action, which can only be taken at the end of another creature’s turn. The behemoth regains spent legendary actions at the start of its turn.

Shake. The clockwork behemoth shakes violently. Any creature on the behemoth must make a DC 17 Strength (Athletics) check or be thrown to the ground below, taking bludgeoning damage equal to 1d6 per 10 feet fallen. The creature has advantage on the check if they have secured themselves to the behemoth's frame.

Description

The Clockwork Behemoth is the 70-foot-tall humanoid torso of a specialized automaton prototype that never saw the light of day. This particular unit, the last of its kind, is secured against a wall on the lowest level basement of a defunct Regen laboratory.

Shutoff Valves. The behemoth has 3 valves: 1 positioned on its lower torso (a 10-foot climb from the bottom), its chest (another 30 feet up) and its head (another 30 feet up). Closing a shutoff valve requires a DC 13 Strength (Athletics) check. Once all 3 valves have been closed, the clockwork behemoth becomes dormant (the encounter has been successfully completed). While the behemoth is secured against the wall, the valves can be reached by climbing up it. Jumping onto the behemoth requires a DC 13 Strength (Athletics) check, followed by a DC 13 Strength (Athletics) check to climb on subsequent turns. Failing the check results in the character losing their movement for the turn. While a character is on the behemoth, they can use an action to secure themselves to the behemoth's frame; if they do they have advantage on checks vs the behemoth's Shake until the beginning of their next turn.

jayholden

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