Walking Delerium Geode

Dungeons of Drakkenheim p. 205 (Third Party)

Tamaño
Grande
Tipo
elemental
Alineamiento
sin alineamiento
CA
17 (natural armor)
Puntos de golpe
126 (12d10+60)
Velocidad
walk 30 ft., burrow 30 ft.
Resistencias
Bludgeoning, Piercing or Slashing damage from nonmagical attacks
Inmunidades
Necrotic, Poison
Vulnerabilidades
Radiant, Thunder
Inmunidad a estados
Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Sentidos
darkvision 60 ft., tremorsense 60 ft.
Percepción pasiva
10
Idiomas
Deep Speech
Desafío
5
FUE
20
+5
DES
8
−1
CON
20
+5
INT
5
−3
SAB
10
+0
CAR
5
−3

Rasgos

Proficiency Bonus

+3

Death Burst

If damage reduces the walking delerium geode to 0 hit points, the delerium crystals in its body explode in a burst of contaminated energy, unless the damage was force, radiant, or thunder. Each creature within 30 feet of it must succeed on a DC 15 Constitution saving throw or take 42 (12d6) necrotic damage and gain one level of contamination. In addition, this explosion triggers a random arcane anomaly (see Dungeons of Drakkenheim).

Earth Glide

The walking delerium geode can burrow through nonmagical, unworked earth and stone. While doing so, the geode doesn't disturb the material it moves through.

Acciones

Shard Slam

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. A target hit by this attack must succeed on a DC 15 Constitution saving throw or take 10 (3d6) necrotic damage and gain one level of contamination.

Otros datos

description

Contaminated Elementals can be found all over Drakkenheim, often in areas where the eldritch magics are especially concentrated. Many who have encountered these elementals have spoken of the city itself coming to life to attack them. Reports of ruins reaching out and crushing adventurers, burning flames moving and hunting with minds of their own, or contaminated pools lurching to engulf passersby have been heard. Even the blowing air itself has mustered parts of the Haze into shifting clouds that stalk adventurers through the streets. These magical creatures are a constant reminder that nothing in the city can be trusted, and that nowhere is truly safe.