Volatile Container. As a Bonus Action, the volatile cast iron activates arcane runes carved in it and rapidly begins to heat up, casting the Delayed Blast Fireball spell (save DC 12) with some exceptions (listed below).
- The range of the spell is Self.
- Being touched by other creature does not force it to explode.
- While concentrating on the spell, it acts as if it has Heat Metal cast on it (save DC 12).
- If it explodes do to losing concentration, it falls unconscious for 1 hour.
- If it is targeted by the dispel magic spell or similar effect, the ability ends without exploding and it can't use this ability for 1 hour.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If its ability Volatile Container is active, the target takes an additional 9 (2d8) fire damage.
Molten Spit. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d8 + 3) fire damage.
Erupting Wound. When the volatile cast iron takes damage it can use its Reaction to shoot flames from the wound. The wound belches fire in a 15-foot cone. Each creature in the area must make a DC 12 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one..
Description
Volatile cast irons are made by spell casters to act as a living bomb to protect their sanctums from siege and to keep experiments from escaping. The main body is usually crafted from old metal cauldrons or similar objects with four spider-like legs mounted around it. When they use their Volatile Container ability for the first time, it melts a part of its body forming a horrified face unique to it, lit with a soft glow from the arcane energy within.







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