Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.
Alchemical Tank. The tank of alchemical liquid upon the creature's back fuels it's arcane life-force. A full tank allows the creature to function for up to five days, after which the tank needs to be recharged with a suitable source of magical energy. If the tank is drained (requiring 4 rounds) or the energy in the energy stored in the tank is used up, the creature will cease to function, fall prone, and enter a death-like state within 1d4 rounds. It can be made to function again with the proper knowledge and materials.
Multiattack. The creature makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage.
Ensnaring Stone Strike. The creature strikes the ground causing a mass of sharp stone spines to erupt from the ground around a creature up to 60 ft away, the target must succeed on a Dexterity saving throw (DC 13) to avoid the spines or take 2d6 piercing damage and be restrained by the magical spines until the effect ends or another creature is targeted. While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the spines or one that can touch the creature can use an action to make a Strength check (DC 13) to free the target from the spines. The spines crumble away when a target is freed or another creature is targeted by the attack.
Heat Beam. The creature fires a beam of fire from it's eye at a target it can see within 60 ft. The target must make a Dexterity saving throw (DC 13) or be struck by the beam. On a failed save the target takes 3d6 fire damage or half that on a successful save. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to put out the flames, the target takes 5 (1d10) fire damage at the start of each of its turns.
Description
A creation of biomancy and artifice, this brutish patchwork of flesh and steel is powered by magical energies. It's hands are encased in fused metal gauntlets, and it's face and head are covered with a featureless metal helm. A single glowing "eye" upon the helm allows the creature to channel energy into a powerful ray. The tank grafted onto it's back provides the hulking creation with the necessary alchemical fuel to maintain it's arcane life-force.
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