Large Construct, Neutral
AC 14    Initiative +2 (12)
HP 95 (8d10 + 45)
Speed 60 ft., Climb 30 ft.
Mod Save
STR 24 +7 +10
DEX 14 +2 +5
CON 22 +6 +9
Mod Save
INT 10 +0 +0
WIS 12 +1 +1
CHA 6 −2 −2
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Fire; Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 10
Languages Common
CR 6 (XP 2,300; PB +3)
Traits

Molten Hide

Any creature that starts its turn within 5 ft of Beast takes 2d6 fire damage.

A creature that hits Beast with a melee attack takes 1d6 fire damage.

Quadrupedal Fury

Beast can move through the space of prone or grappled creatures.
When he does, that creature takes 1d10 bludgeoning damage.

Suppressed Calibration

Beast loses Anti-Arcane Calibration.

Instead, he has advantage on saving throws against spells, but no backlash damage.

(He no longer analyzes magic — he powers through it.)

Actions

Rending Frenzy

Beast makes three attacks in any combination of Claw or Bite.

Molten Claw

Melee Weapon Attack: +11 to hit, reach 10 ft., one target
Hit: 2d8 + 7 slashing + 1d6 fire

If the target is already damaged this round, add 1d8 fire damage.

Saber Bite

Melee Weapon Attack: +11 to hit, reach 5 ft., one target
Hit: 3d10 + 7 piercing + 2d6 fire

If the target is prone or grappled, this attack deals an additional 2d10 piercing.

Forge Leap (Recharge 4–6)

Beast launches himself up to 40 ft to a space he can see.

All creatures within 10 ft of the landing point must make a DC 17 DEX save.

  • Fail: 4d10 fire + bludgeoning, knocked prone

  • Success: Half damage, not prone

The ground in the area burns, becoming difficult terrain until the end of the next round.

Bonus Actions

Ignite the Hunt

Beast chooses one creature he can see. Until the end of his next turn:

  • Beast has advantage on attack rolls against that creature

  • That creature has disadvantage on opportunity attacks against Beast

(This is him locking onto prey.)

Reactions

Violent Retaliation

Trigger: Beast takes damage from a creature within 10 ft.

Beast makes one Molten Claw attack against the triggering creature.

Legendary Actions

Savage Advance (1 Action)

Beast moves up to 20 ft without provoking opportunity attacks.

Claw Strike (1 Action)

Make one Molten Claw attack.

Molten Roar (2 Actions)

Beast vents superheated steam and sparks.

All creatures within 15 ft must succeed on a DC 16 CON save or take 2d10 fire damage and be frightened of Beast until the end of their next turn.

Brutal Takedown (3 Actions)

Beast makes a Saber Bite attack against a prone or grappled creature.
On hit, the target is restrained until the end of its next turn.

Description

When Beast reaches half integrity, the rhythm breaks.

Metal screams.

Plates tear away from his frame not outward inward, folding, compressing, reweaving. Pistons snap and reform as bone-like struts. His arms slam into the ground as new limbs tear free from within them, splitting and reforging into four massive, clawed supports.

His torso elongates. His spine arches violently.

A head forms where no head should exist not crafted, but extruded, jaw pulled forward into a bestial snout lined with glowing forge-teeth, each one shaped like a smith’s chisel. Two massive saber-like fangs descend, dripping liquid metal that hisses as it strikes the floor.

Then Beast does something impossible.

He launches himself into the forge.

The chamber floods with white-hot light. The sound is not fire it’s industry. Bellows roar. Metal liquefies. For a heartbeat, there is silence.

And then he emerges.

All fours. Massive. Feral.

Molten metal clings to his frame like living armor, running in glowing veins across his shoulders and flanks. Each step leaves burning footprints. His breath vents sparks and ash. This is no longer a machine at work.

This is a weapon that has lost its purpose.

Habitat: Underdark

troyskerrow

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