Iron Sphere
Creature Codex (3pp)
- Size
- Small
- Type
- construct
- Alignment
- unaligned
- AC
- 16 (natural armor)
- Hit Points
- 60 (8d6+32)
- Speed
- walk 30 ft., burrow 10 ft., climb 20 ft.
- Skills
- Athletics +6, Perception +3
- Resistances
- cold, fire; bludgeoning, piercing, slashing from nonmagical weapons
- Immunities
- lightning, necrotic, poison, psychic, radiant
- Condition Immunities
- charmed, exhaustion, frightened, poisoned, prone
- Senses
- blindsight 60 ft. (blind beyond this radius)
- Passive Perception
- 13
- Languages
- Understands the languages of its creator but can't speak
- Challenge
- 5
Traits
Immutable Form
The sphere is immune to any spell or effect that would alter its form.
Siege Monster
The sphere deals double damage to objects and structures.
Standing Leap
The sphere can launch itself into the air by extending the rods within it like pistons. The sphere's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Tunneler
The sphere can burrow through solid rock at half its burrow speed and leaves a 5-foot-wide, 5-foot-high tunnel in its wake.
Actions
Multiattack
The iron sphere makes three melee attacks.
Blade
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Piston
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Spike
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Lightning Cannon (Recharge 56)
The sphere extends a metal rod from one of its many facets and fires a bolt of lightning in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.