Infernal Embassy - Monsters

Infernal Embassy
Huge immortal animate (construct)
Level 22 Solo Artillery XP 20750

HP 840; Bloodied 420Initiative +18
AC 36, Fortitude 34, Reflex 33, Will 33Perception+18
Speed 4, fly 4All-around vision, blindsight 10
Immune disease, dominated, poison; Resist 15 cold, 15 fire
Saving Throws +5; Action Points 2

Traits

Baleful Presence (fire) ✦ Aura 5

Enemies in the aura take a -2 penalty to saving throws. Devil allies that drop to 0 hit points in the aura explode, dealing each creature adjacent to the devil 15 fire damage.

Action Recovery

Whenever the embassy ends its turn, any dazing or stunning effect on the embassy ends.

All-Around Vision

Enemies can't gain combat advantage by flanking the embassy.

Juggernaut

The embassy ignores difficult terrain and provokes no opportunity attacks. It cannot squeeze or grab.

Living Vehicle

Creatures can enter the embassy's space by climbing onto it (DC 20). Creatures in the embassy's space move with the embassy as if it were a vehicle.

Standard Actions

Hellish Meteor (fire, force) ✦ At-Will

Attack: Area burst 2 within 20 (creatures in the burst); +25 vs. Reflex

Hit: 2d12 + 18 fire and force damage.

Miss: Half damage.

Effect: Four legion devil legionnaires appear in unoccupied squares in the area and act immediately after the embassy in the initiative order.

Str 20 (+16)                Dex 24 (+18)                Wis 24 (+18)
Con 26 (+19)                Int 6 (+9)                Cha 6 (+9)

Alignment Evil        Languages understands all

Published in Dragon Magazine 419.