The Shackled Behemoth
Legend speaks of a prison so secure that even death was no escape. When the prisoners of Entity 0 died in their cells, the wardens used necromantic chains to prevent their spirits from leaving. Over centuries, these bodies and chains fused into the Shackled Behemoth. It is both a guardian and a prisoner, a walking cell block that never opens.
The Shackled Behemoth
Combat
AC 17 · HP 161 · CR 10The Shackled Behemoth
Actions
Reactions
Legendary Actions
- Role
- Tank and Controller
- Built for
- 8 to 10
Gear
- Chains of Entity 0 (Artifact Component, 3000 gp)Glow with necrotic light; can be used to craft high-level binding items.
Feats
Augmentations
Notes for the game master
Tactics
Opening
The Behemoth uses Echoing Wail immediately to thin the resistance and identifies the largest group of enemies.
Mid-fight
It focuses on grappling the most mobile targets (rogues/casters) to prevent them from repositioning. It uses Chain Drag to bring them into its Soul-Bound Fetter aura.
End of the fight
As it nears death, it becomes more erratic, using its movement to bowl over characters while continuously slamming its current grappled victims.
Retreat
The Behemoth is mindless and literally bound to its area; it will fight until its physical form is completely disintegrated.
How it fights
Who it attacks first
Works well with
How to beat it
Ways to avoid a fight
Ecology
A towering, lumpy mass of grey, necrotic flesh where hundreds of screaming faces and grasping hands struggle beneath the surface. It is draped in thick, rusted iron chains that glow with a faint, sickly green luminescence. It has no legs, dragging its massive bulk along the ground using two enormous, chain-wrapped arms.
Behavior
It wanders the Hall of Echoes in a state of perpetual torment. It does not speak, only emitting a constant, low-frequency hum that vibrates the teeth of those nearby. It is mindlessly aggressive toward anything that moves, viewing any creature as a potential escape it must block or a soul it must absorb.
How it lives
As an undead construct of the Hall, it does not eat or sleep. It sustains itself on the psychic echoes of suffering and the residual energy of the chains that bind it.
Lair
The Hall of Echoes (Entity 0)
- Habitat
- Prisons, Undercities, Extraplanar Voids
Signs that it is near
Tags
Lore
Legend speaks of a prison so secure that even death was no escape. When the prisoners of Entity 0 died in their cells, the wardens used necromantic chains to prevent their spirits from leaving. Over centuries, these bodies and chains fused into the Shackled Behemoth. It is both a guardian and a prisoner, a walking cell block that never opens.
What drives it
To find an exit from its eternal confinement and to silence the voices of the souls trapped within its own form.
After the fight
When defeated, the Behemoth collapses into a pile of mundane rusted iron and ash. For several minutes, the air is filled with a thousand whispers of gratitude as the souls are finally released to the afterlife.
“When the prisoners of Entity 0 died in their cells, the wardens used necromantic chains to prevent their spirits from leaving.”
Variants
Hooks
Plot hooks
How to use it
Treasure
Media
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