Melmetal (5e Creature)
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Melmetal[edit]
Large construct, lawful neutral Armor Class 19 (natural armor)
Saving Throws Str +11 Iron Fist. Melmetal's weapon attacks made with its fists deal an additional 3 damage (included in attacks). ACTIONSMultiattack. Melmetal makes two Iron Bash attacks. Iron Bash. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (1d10 + 9) bludgeoning damage. Thunder Punch. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9) bludgeoning damage plus 9 (2d8) lightning damage and the target must make a DC 18 constitution saving throw or be paralyzed until the end of their next turn. Acid Armor. Melmetal oozes liquid metal on top of its body to better guard against attacks, increasing its armor class by 2 for the next minute.
LEGENDARY ACTIONSThe can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn. Absorb Metal. Melmetal absorbs up to 20 lbs of nonliving metal that isn't being worn or carried within 5 feet of it, regaining 2 hit points for every pound absorbed. Iron Bash (Costs 2 Actions). Melmetal makes an Iron Bash attack. Hyper Beam (Requires 2 Actions Available). Melmetal spends a legendary action to gather energy, the next time it can use a legendary action, it fires a beam of energy in a 120 foot long, 5 foot wide line beginning from itself, forcing each creature to make a DC 18 dexterity saving throw, dealing 66 (12d10) radiant damage on a failed save, or half as much on a success. Creatures made partially or completely of metal have advantage on this saving throw. |
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