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
STR
16
+3
DEX
13
+1
CON
18
+4
INT
4
−3
WIS
10
+0
CHA
3
−4

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.

Other data

description