LGtC:Daedric Siege Crawler

Daedric Siege Crawler
Gargantuan construct, unaligned

Armor Class 22 (natural armor)
Hit Points 370 (20d20 + 160)
Speed 15 ft., climb 15 ft.

26 (+8) 12 (+1) 27 (+8) 4 (-3) 10 (+0) 1 (-5)

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Damage Immunities fire, necrotic, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious
Senses darkvision 120 ft., passive Perception 10
Languages Understands Daedric but cannot speak

Challenge 24 (62,000 XP)Proficiency Bonus +7
Daedric Terror. Any hostile creature that starts its turn within 30 feet of the siege crawler must succeed on a DC 23 Willpower saving throw or be frightened until the end of it's next turn. If the creature's saving throw is successful, it is immune to this siege crawler's Daedric Terror for the next 24 hours.

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

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

Siege Monster. The siege crawler deals double damage to objects and structures.

Sigil Destruction. The siege crawler is instantly destroyed if its associated sigil stone in Oblivion is removed from its sigil keep or destroyed.

Unusual Nature. The siege crawler doesn't require air, food, drink, or sleep.
Multiattack. The siege crawler makes one Stomp attack and two Slam or Flame Bolt attacks.

Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (2d12 + 8) bludgeoning damage.

Stomp. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.

Flame Bolt. Ranged Spell Attack: +15 to hit, range 200 ft., one target. Hit: 21 (2d12 + 8) fire damage.

Molten Beam (Recharge 5-6). The siege crawler fires a beam of molten lava in a 120-foot line that is 20 feet wide. Each creature in that line must make a DC 23 Agility saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The siege crawler 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 siege crawler regains spent legendary actions at the start of its turn.

Batter Building. The siege crawler makes a Slam attack, but it can only target an object or structure.

Flaming Volley. The siege crawler launches four small fireballs. Each fireball hits a creature of the siege crawler's choice that it can see within 120 feet of it. A fireball deals 3 (1d6) fire damage to its target. The fireballs all strike simultaneously and the siege crawler can direct them to hit one creature or several.

Recharge Beam (Costs 2 Actions). The siege crawler recharges its Molten Beam action.

Found In: Legionnaire's Guide to Cyrodiil