Malevolent eyes leer out from the grotesque flesh of this monster’s face, its macabre skin stretched tight between its locomotive body and the engine at its head. A terrible wailing comes from the damned railcars trailing behind it, the faces of the passengers trapped within paralyzed in rictuses of agony.
Gargantuan fiend, chaotic evil
Armor Class 14 (natural armor)
Hit Points 155 (10d20+50)
Speed 70 ft.
|23 (+6)||11 (+0)||20 (+5)||15 (+2)||12 (+1)||14 (+2)|
Saving Throws Strength +10, Constitution +9
Skills Athletics +10, Perception +5
Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from attacks that aren’t magical and cold iron
Damage Immunities lightning, poison
Condition Immunities disease, frightened, poisoned; Senses darkvision 200 ft., passive Perception 15
Challenge 11 (7,200 XP)
- Multiattack. The equos demon makes one charging slam attack and one bite attack or swallow attack.
- Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8+6) magical piercing damage and the target is grappled (escape DC 18).
- Charging Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 28 (4d10+6) magical bludgeoning damage. A target that takes 30 or more damage is knocked prone.
- Swallow. The equos demon makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite damage and is swallowed, ending the grappled condition. While swallowed the creature is blinded and restrained, has total cover against attacks and other effects outside the equos demon, and it takes 17 (5d6) force damage at the start of each of the equos demon’s turns. If the equos demon takes 25 damage or more (before damage resistances) on a single turn from a creature inside it, the equos demon must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the equos demon. If the equos demon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. Once a creature reaches 0 hit points or has been swallowed by the equos demon for 3 rounds, it ceases taking damage and is moved into one of the equos demon’s damned railcars at the end of its turn.
- Damned Railcars. A line of ghostly carriages bump and trundle behind the equos demon, carrying captured souls. While inside of a damned railcar, a creature has the incapacitated condition and cannot be healed in any way. The creature can look out from the windows and be seen doing so, but is otherwise unable to communicate or be affected by anything outside of the damned railcar. A creature inside a damned railcar cannot be regurgitated and when the equos demon dies it is no longer incapacitated, requiring 300 feet of movement to exit the back of corpse.
- Lined Movement. The equos demon can only travel in straight lines once it has begun its movement. At the beginning of its turn, an equos demon can change direction by reducing its speed that round by 10 feet per 45 degrees turned.
- Magic Resistance. The equos demon has advantage on saving throws against spells and other magical effects.
- Siege Monster. The equos demon deals double damage to objects and structures.
Steel equos have been targeted by crime since their inception, sabotaged rails and hijacked locomotives terrifying early travelers until the Justitia stepped in and began policing them. The greatest of railway terrors come from the doings of mad scientists however, the weaknesses of the infrastructure exploited to cause crashes that accomplished nothing but damning thousands to death. These victims ride long after their demise, trapped in the demonic corpse-flesh of the vessel that carried them to their ends. Evil spellcasters will do anything to capture a demon equos, the power offered by sacrificing one (and all its passengers) untold of in the modern age.
Book of True Evil. © 2018 Mike Myler, published under license by Legendary Games.