Infernal Embassy
Huge immortal animate (construct)
Level 22 Solo Artillery XP 20750
| HP 840; Bloodied 420 | Initiative +18 |
| AC 36, Fortitude 34, Reflex 33, Will 33 | Perception+18 |
| Speed 4, fly 4 | All-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.