Ocram (5e Creature)

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Ocram[edit]

Huge construct, chaotic evil


Armor Class 18 (natural armor)
Hit Points 345 (30d12 + 150)
Speed 50 ft.


STR DEX CON INT WIS CHA
25 (+7) 18 (+4) 21 (+5) 12 (+1) 19 (+4) 23 (+6)

Saving Throws Str +13, Dex +10, Wis +10, Cha +12
Proficiency Bonus +6
Damage Immunities poison, psychic, necrotic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 14
Languages Deep Speech
Challenge 20 (25,000 XP)


Legendary Resistance (3/Day). If Ocram fails a saving throw, it can choose to succeed instead.

ACTIONS

Multiattack. Ocram uses its Summon Servants. It then makes six attacks: one with its bite, three with its charge and two with its Death Laser. If Ocram has half of its hit points (172) remaining or fewer, it makes one attack with its Demonic Scythe.

Summon Servants. Ocram summons 3 (1d4 + 1) servants of Ocram which are under its control.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (3d4 + 7) piercing damage.

Charge. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (3d4 + 7) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone.

Death Laser. Ranged Weapon Attack: +10 to hit, range 120 ft., one target. Hit: 26 (4d10 + 4) lightning damage.

Demonic Scythe. Ranged Spell Attack: +10 to hit, range 60 ft., up to five targets. Hit: 39 (14d4 + 4) necrotic damage.


LEGENDARY ACTIONS

Ocram 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. Ocram regains spent legendary actions at the start of its turn.

Detect. Ocram makes a Wisdom (Perception) check.
Move. Ocram moves up to half its speed.
Bite (Costs 2 Actions). Ocram makes one bite attack.

Ocram_%28Phase_1%29.gif
Ocram, the Blight

An abomination known only from legend, Ocram is an infected biomechanical menace created through an unholy, blighted amalgamation of corrupt, rotten, lesion-riddled, cancerous flesh and twisted machine, constructed from slabs of hallowed metal that gleam a pale silver. A singular, large, baleful eye sits at the top of its forehead, while its face is adorned with numerous crystals. Its skull, with decaying, corrupt flesh stretched over it, protects the large brain it contains, which constantly pulses with agony. It is said that a special electronic signal, sent out by a magical beacon constructed from hallowed metal, bone, lenses plucked from eyeballs, and the trapped souls of fey and the unholy, Ocram shall answer the call of the beacon, and travel to the lands of its summoner; however, driven perhaps by an echo of its infected soul, Ocram still only awakens at night.

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