Huge Construct, Unaligned
AC 8 Hardening Plates    Initiative −2 (8)
HP 350 (28d12 + 168)
Speed 20 ft.
Mod Save
STR 26 +8 +27
DEX 6 −2 −2
CON 22 +6 +23
Mod Save
INT 3 −4 −4
WIS 8 −1 −1
CHA 1 −5 −5
Skills Perception +4
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Stunned
Senses Darkvision 120ft, Tremorsense 60ft; Passive Perception 9
Languages Common inc Creators language, cannot talk, but can respond via eye blinks. yes/no/numbers
CR 15 (XP 13,000; PB +5)
Traits

Crystalline Hardening. Whenever the behemoth takes 1 or more damage from an attack (weapon or spell attack roll), its shell permanently hardens: AC increases by 2 (maximum AC 28). This applies immediately after the damage and persists until destroyed or reset. Damage from failed saving throws, environmental effects, or automatic hits (e.g., magic missile) do not trigger hardening.

Immutable Form. Immune to any spell or effect that would alter its form.

Magic Resistance. Advantage on saving throws against spells and magical effects.

Reflective Shell. While AC 20+, it reflects the first spell level 5 or lower targeting only it back at the caster (as counterspell but automatic, no roll).

Actions

Multiattack. Three Slam attacks or two Slams and one Crystal Hurl.

Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 9) bludgeoning damage.

Crystal Hurl. Ranged Weapon Attack: +12 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 7) bludgeoning damage plus 14 (4d6) piercing.

Legendary Actions

Legendary Resistance (3/Day). If it fails a saving throw, it can choose to succeed instead.

The behemoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be taken at a time, and only at the end of another creature’s turn. The behemoth regains spent legendary actions at the start of its turn.

  • Slam (1 action). One Slam attack.
  • Hurl (2 actions). One Crystal Hurl.
  • Tremor (2 actions). Creatures within 20 ft. make DC 20 DEX save or take 21 (6d6) bludgeoning and be knocked prone.
  • Advance (1 action). Move half speed without opportunity attacks.

Description

The pinnacle of the Veilshaper's craft, Crystalclad Behemoths guard the apex chambers of the Spire. These majestic sentinels stand 25 feet tall, their forms a mesmerizing lattice of interlocking crystal facets over a core of reinforced alloy, refracting light into blinding rainbows that dance across cavern walls. Polished plates shift like living armor, humming with latent arcane energy; jagged prism-spikes crown their shoulders, and a central geode "heart" pulses with inner fire, visible through translucent vents. Awakened only for dire breaches, they embody the artificer's obsession with adaptive defense—absorbing punishment to become impervious prisms of destruction. In campaign lore, the Spire's upper levels house the Veilshaper's magnum opus: a colossal crystal engine to seal planar rifts

Tactics Notes: It lumbers forward relentlessly, absorbing hits to become a statue. Place in a tight dungeon—funnels party into melee early. Long rest resets AC (or dawn), so time encounters.  For level 10 party of 6, 1 as a solo boss (deadly+, 13k XP) or with minions (2 Hardenshells, ~30k XP total); Reflective Shell punishes single-target spells, Tremor AoE punishes clustering.   Created by Grok & intial concept from Willigan off social.  See Hardened Behemoth for the lower CR version.

Zurine

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