Bio-Adamantine Barrier. While the demon isn’t incapacitated, it is immune to non-magical bludgeoning, piercing, and slashing damage.
Bio-Mechanical Spellcasting. The demon is a 15th-level spellcaster. It has a set spell save DC of 20 and a +12 to hit with spell attacks. The demon has the following artificer spells prepared:
Cantrips (at will): fire bolt, light, mending, shocking grasp
1st level (4 slots): absorb elements, detect magic
2nd level (3 slots): enhance ability, levitate, web
3rd level (3 slots): dispel magic, fly, haste
4th level (2 slots): freedom of movement, otiluke’s resilient sphere
In addition, the demon can innately cast the following spells, requiring no components:
At will: alarm, catapult, fog cloud, lightning bolt
3/day each: conjure barrage, grease, heat metal, wall of stone
1/day each: fabricate, summon construct, web
Damage Threshold. The demon is immune to physical damage unless it takes at least 20 damage from a single attack or effect, in which case it takes damage as normal.
Immutable Form. The demon is immune to any spell or effect that would alter its form.
Legendary Resistance (3/Day). If the demon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The demon has advantage on saving throws against spells and other magical effects.
Magic Weapons. The demon’s attacks count as magical.
Siege Monster. The demon deals double damage to objects and structures.
Multiattack. The demon makes two slam attacks and uses one of its cannon weapons if possible.
Drill. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) piercing damage, and the demon can use its bonus action to activate the drill, forcing the target to make a DC 26 Constitution saving throw. On a failed save, the target takes an extra 36 (8d8) piercing damage, or half as much on a successful one. If this damage reduces the target to 0 hit points, it is torn in half.
Slam. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage.
Cannon Weapons (Recharge 5-6). The demon uses one of the following cannon weapons. The demon can’t use the same cannon two rounds in a row.
Antimagic Cannon. The demon creates up to four 20-foot-radius antimagic fields centered on points of the demon's choosing within 60 feet of the demon that it can see. These fields last for 1 minute or until the demon uses another cannon weapon. The demon must maintain concentration on this effect, as if concentrating on a spell.
This spell automatically disintegrates any Large or smaller non-magical objects within the area, and portions of Huge or larger nonmagical objects that are partially in the area.
If possible, the demon can use its Seeking Cannon when it takes this action.
The demon can take 3 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 demon regains spent legendary actions at the start of its turn.
Attack. The demon makes a slam attack.
Automatic Repairs (Costs 2 Actions). The demon regains 40 hit points.
Cast a Spell (Costs 2 Actions). The demon casts one of its known spells.
Description
For all intents and purposes, this creature uses the 2014 rules. Art credit goes to saralgam1980.
In the obscure plane of sigil, city of doors, a notorious inventor— and perhaps a mad one— goes by the name of “the Tinker”. Notorious for being a rogue Hexton and the famed creator of the steel predators, this tinkerer had spent centuries building yet another one of its masterpieces: the annihilation demon.
Utilizing an abundance of magic circles, extraplanar adamantine-like metals, souls of wicked demons and the most profound of Netherese scholars, the Tinker finished a half-construct, half-creature of impeccable design. Truly, this being is the magnum opus of any self-recognized inventor.
Devastation Incarnate
Like with its steel predators, the Tinker released its demonic creation, letting it run rampant in the plane of Acheron, where it quickly adjusted to a perpetual life of battle and death. Hordes upon hordes of ethereal armies charged at it with each dawn, and each time the annihilation demon swiftly dealt with them.
From this continuous string of experiences, the demon became not just proficient, but an expert, in the art of destruction, so much so that the Tinker boasts about its combative abilities rivaling that of the dreaded tarrasque— and other inhabitants of Sigil fear that this boasting is truthful in nature. Unbeknownst to all, the rogue hexton’s intention behind creating the annihilation demon was to create a last resort to universe-threatening events. Should a horde of tarrasque ever attack Faerûn, this demon can be controlled and released from its prison to battle this invasion. The hexton is confident in its ability to exert limited control over its creation, as it knows only battle, and it longs for a worthy opponent. In truth, the annihilation demon is barely challenged by these adversaries— both a blessing and a curse.
For what knows what might happen should the annihilation demon be released from its planar prison, and control over it is relinquished.
Loose Cannon
After the annihilation demon was translocated to Acheron, it gradually started to develop ideals, even personality traits. It developed the ability to feel respect and awe— particularly for its undead opponents. It developed a yearning for both victory and defeat. Ultimately, it became a creature of its own, despite its clockwork nature. The Abyssal parts of its existence came to take over, turning it into an entirely different entity. Now, should this demon be released from its planar cage, there is a significant chance for it to run rampant, seeing anything it comes across as part of the undying armies it has fought all these years. Such an event would spell destruction of the Forgotten Realms as we know it.
Annihilation Demon as a Non-Playable Character
If you as a GM wishes to use the annihilation demon as more than just a legendary boss encounter, you can use the following note block for inspiration behind creating a compelling antagonizing character— or perhaps an unexpected ally. Described below is a small list of names, as well as suggested characteristics:
Names. Aarnth, Bel Damin, Ctesiphon, Kedushech, Soneillon
Personality Traits. “Anyone I’ve ever met is already dead. I can’t see it being any different from the living.” and “Imprisonment and liberty is the same to me— what matters most is entertainment.”
Ideal. “Adversary. I long for a challenge that will either leave me dead or satisfied.”
Bond. “I respect any warrior that dares to confront me, no matter how weak they are.”
Flaw. “Despite my wisdom, I prefer to charge headfirst into any confrontation.” and “I see life and death as equals, creating a disregarding apathy for either.
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