Large Construct, Neutral
AC 15    Initiative +0 (10)
HP 195 (10d20 + 95)
Speed 40 ft., Climb 20 ft.
Mod Save
STR 22 +6 +9
DEX 10 +0 +0
CON 20 +5 +8
Mod Save
INT 16 +3 +3
WIS 14 +2 +5
CHA 6 −2 −2
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Fire; Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 14
Languages Common, Dwarvish
CR 6 (XP 2,300; PB +3)
Traits

Amalgam Frame

Beast counts as one creature, but effects that would restrain, paralyze, or knock him prone must succeed twice (two failed saves in the same round) to take effect.

Living Forge

Beast can interact with extreme heat, molten metal, and active forges without harm.
Fire damage instead restores 5 HP at the start of his next turn (once per round).

Anti-Arcane Calibration

When Beast takes spell damage, he gains advantage on saving throws against spells until the end of his next turn.

If he succeeds on a save against a spell, the caster takes 2 force damage as backlash.

Actions

Beast makes two Forge Fist attacks.

Forge Fist.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target
Hit: 2d10 + 6 bludgeoning
If both attacks hit the same target in a turn, the target must succeed on a DC 16 STR save or be knocked prone.

Anvil Smash (Recharge 5–6)

Beast slams both fists into the ground.

All creatures within 15 ft must make a DC 16 DEX save.

  • Fail: 4d10 bludgeoning and knocked prone

  • Success: Half damage, not prone

The ground becomes difficult terrain until the end of Beast’s next turn.

Chain Harpoon

Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target
Hit: 2d8 + 6 piercing, and the target is hooked.

A hooked creature is restrained until the start of Beast’s next turn unless it succeeds on a DC 16 Athletics or Acrobatics check as an action.

Bonus Actions

Magnetic Reel

Beast pulls one hooked or prone creature up to 20 ft toward him.

If the creature ends adjacent to Beast, Beast may immediately attempt to grapple it (Athletics +10).

Reactions

You Don’t Leave

Trigger: A creature Beast can see moves more than 15 ft away from him.

Beast fires a grappling line.

The creature must succeed on a DC 16 DEX save or be pulled 20 ft back toward Beast and knocked prone.

If pulled into melee range, Beast may immediately attempt a grapple.

Legendary Actions

Beast can take 3 legendary actions, choosing from the options below. Only one option may be used at a time, and only at the end of another creature’s turn.

Fist Strike (1 Action)

Make one Forge Fist attack.

Drag to the Forge (1 Action)

Target one creature Beast has grappled or hooked.
That creature takes 2d6 bludgeoning and is pulled adjacent to Beast.

Overclock Systems (2 Actions)

Beast gains advantage on attack rolls until the end of his next turn, but attacks against him also gain advantage.

(This creates very cinematic “everything goes wrong” moments.)

Arcane Disruption Pulse (3 Actions)

Beast releases a focused pulse of destabilizing energy.

All spellcasters within 20 ft must make a DC 15 CON save.

  • Fail: Concentration ends, and the caster takes 3d6 force damage

  • Success: Half damage, concentration maintained

Description

He is massive — not tall so much as dense. Three warforged frames fused into one body, their seams visible beneath layered plating. His legs are thick and braced, built to absorb impact. His torso is wide, reinforced again and again, as if someone kept adding strength where it wasn’t strictly necessary.

Habitat: Underdark

troyskerrow

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