Huge Construct, Unaligned
AC 17 (natural armor)    Initiative +5 (15)
HP 322 (28d12 + 140)
Speed 50 ft.
Mod Save
STR 22 +6 +11
DEX 10 +0 +5
CON 20 +5 +5
Mod Save
INT 5 −3 +2
WIS 13 +1 +1
CHA 3 −4 +1
Skills Athletics +11, Perception +6
Vulnerabilities Acid, Fire
Resistances Cold, Lightning
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft.; Passive Perception 16
Languages Understands the commands of its creator.
CR 16 (XP 15,000; PB +5)
Traits

Constructed Nature. The Behemoth doesn’t require air, food, drink, or sleep.

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

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

Charge. If the Behemoth moves at least 20 feet straight towards a creature and uses Slam on the same turn. Hit: Extra 33 (6d10) Bludgeoning damage and Strength Saving Throw: DC 19. Failure: The target has the Prone condition if it is Large or smaller.

Actions

Slam. Melee Attack Roll: +11 to hit, reach 10 ft., one target. Hit: 50 (8d10+6) Bludgeoning damage.

Gravity Boulder Throw. Ranged Attack Roll: +11 to hit, range 80/150 ft., one target. Hit: 51 (10d8+6) Bludgeoning damage.

Grinding Shrapnel Blast. Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 10-foot-wide Line. Failure: 45 (10d8) Slashing damage. Success: Half Damage.

Gravity Purge (Recharge 5-6). Strength Saving Throw: DC 19, each creature in a 15-foot Emanation. Failure: 55 (10d10) Bludgeoning damage and the target has the Prone condition if it is Large or smaller. Success: Half Damage.

Quake Smash. Strength Saving Throw: DC 19, each creature in a 30-foot Cone. Failure: 36 (8d8) Piercing damage and the target has the Prone condition if it is Large or smaller. Success: Half Damage.

Description

The Behemoth’s huge chassis has some resemblance to the body of a rhinoceros. 

Components

Components can be targeted by attacks, If their HP are reduced to zero, they are destroyed. Damage to the components also counts as damage to the Behemoth.

Force Loader. AC 19; HP 100: destroying this component disables Gravity Boulder Throw and Gravity Purge.

Chillwater Canister. AC 19; HP 80: destroying this component with Cold damage triggers an explosion. Dexterity Saving Throw: DC 19, each creature in a 30-foot-radius Sphere centered on the Behemoth. Failure: 45 (10d8) Cold damage. Success: Half Damage.

Sparker. AC 19; HP 70: Destroying this component with Lightning damage triggers an explosion.
Dexterity Saving Throw: DC 19, each creature in a 30-foot-radius Sphere centered on the Behemoth. Failure: 42 (12d6) Lightning damage. Success: Half Damage.

Cargo Container. AC 17; HP 80: This component contains valuable items of the DMs choosing. They are also destroyed when the container is destroyed.

Monster Tags: construct

Omegon_99

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