Stability. The triskelion has advantage on all saves to prevent being pushed or knocked prone.
Adamantine strike. The melee attacks from the triskelion counts as adamantine and magic (included in attack).
Regeneration. The triskelion regains 10 hit points at the start of its turn. If the triskelion takes acid or thunder damage, this trait doesn’t function at the start of the triskelion’s next turn. The triskelion dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Multi attack. The triskelion makes either three piercing arms or six spike attacks.
Piercing arms. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 22 (4d6 + 10) piercing damage.
Spike. RangedWeapon Attack: +10 to hit, range 40/120 ft., 1 target. Hit: 14 (1d8 + 10) piercing damage.
Endure pain. In reaction to making a dexterity or wisdom saving throw to take half damage the triskelion can choose to instead make a Constitution saving throw.
Description
A living pillar of black rock towers over the ground before you. Its angular body is covered with spikes and sharp ridges. It unfurls three long arms, each ending in a long, vicious point: Two extend slightly forward, while the third sprouts from the center of its back to loom over its head. Three short, powerful legs support it like a tripod. A black rock triskelion is a powerful elemental creature spawned by Ogremoch, the Prince of Evil Earth Elementals. It smashes its enemies with three powerful arms that pierce armor and flesh like heavy picks. Black rock triskelions are not natural beings but are sent to the defense of Ogremoch’s temples and earth nodes. They do not reproduce; the Elemental Prince must create a new avatar at need. Once created, a triskelion serves its elemental masters until destroyed. A black rock triskelion stands 16 feet tall and weighs around 6,000 pounds. It resembles a great pillar of dark stone.
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