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.
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