THE SHARED REFERENCE Adventurer

Monster

Ferrumach Rilmani

Outside your table’s allowed sources

Official reference · MPP · 2014

Creature type
Celestial
Size
Medium
Armor class
18 (natural armor)
Hit points
136 (16d8 + 64)
Speed
Walk 30 ft.
Challenge rating
9
Alignment
Neutral
Strength
19
Dexterity
14
Constitution
18
Intelligence
15
Wisdom
14
Charisma
10
Passive Perception
16
Saving Throws
str: +8; con: +8
Skills
athletics: +8; perception: +6
Senses
truesight 120 ft.
Languages
telepathy 120 ft., any two languages
Resistances
psychic

Traits

Bladed Edges

A creature takes 10 (3d6) slashing damage if it starts its turn grappling or being grappled by the ferrumach.

Skewering Charge

If the ferrumach moves at least 20 feet in a straight line toward a Large or smaller creature and ends within 5 feet of it, that creature must succeed on a DC 16 Strength saving throw or have the grappled condition (escape DC 18) and take 10 (3d6) piercing damage.

Actions

Multiattack

The ferrumach makes three Sharpened Limb or Bolt attacks.

Sharpened Limb

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 11 (2d10) psychic damage.

Bolt

Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 11 (2d10) psychic damage.

Spellcasting

The ferrumach casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14):

At will: detect magic

1/day each: dispel magic, ice storm

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