Ironmaw (Corebound Awakening Supplement)

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Ironmaw[edit]

Large mana beast, unaligned


Armor Class 18 (natural armor)
Hit Points 42 (5d10 + 15)
Speed 30 ft, burrow 10 ft


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 17 (+3) 6 (-2) 14 (+2) 6 (-2)

Proficiency Bonus +3
Senses passive Perception 12
Languages


SHP = 78

MP (Mana Points) = 18

Crushing Bite. The basilisk’s jaws ignore nonmagical armor when calculating damage.

Magnetic Roar (Recharge 5–6). Emits a metallic-frequency roar. Creatures in a 30 ft cone wearing metal armor or wielding metal weapons must make a DC 14 Constitution save or be disarmed and take 1d8 thunder damage.

Mana Core: Dormant Metal Aspect. The basilisk can spend 2 MP to magnetize its body for 1 minute. While active, creatures that hit it with metal melee weapons must make a DC 16 Strength saving throw or drop their weapon.

Actions

Iron Fang. Melee Attack: +8 to hit, reach 5 ft, one target. Hit: 16 (2d10 + 5) piercing damage. If the target is wearing nonmagical armor, reduce that armor’s AC by 1 (until repaired).

Tail Sweep. Melee Attack: +6 to hit, reach 10 ft, all creatures in a 10 ft arc. Hit: 12 (2d6 + 5) bludgeoning damage. Targets must succeed a DC 16 Strength save or be knocked prone.

Core Drop: 20% for the core to survive the death of the monster, if it does not survive it shatter, it pushes anyone who is in 5 ft of it 5 ft back and makes them prone. Anyone who is in 5 ft from the core on shattering regains half of the max MP the core has and anyone in 10 ft a quarter.



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