Large Construct, Unaligned
AC 18 Natural    Initiative +9 (19)
HP 225 (18d12 + 108)
Speed 30 ft.
Mod Save
STR 22 +6 +6
DEX 10 +0 +0
CON 22 +6 +6
Mod Save
INT 8 −1 −1
WIS 16 +3 +3
CHA 11 +0 +0
Skills Athletics +11, Perception +8
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Cold, Poison; Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Tremorsense 60ft; Passive Perception 10
Languages Understands Common Aquan
CR 16 (XP 15,000; PB +5)
Traits

Amphibious

Corallith can breathe air and water.

Living Reef

Corallith’s body is a fusion of stone, coral, and barnacle-encrusted shells. Any creature that starts its turn within 10 feet of Corallith must succeed on a DC 17 Constitution saving throw or take 7 (2d6) piercing damage as razor coral lashes out.

Vault Bound

Corallith cannot willingly move more than 120 feet from the Shattered Aegis Vault entrance. If forced beyond this range, it is immediately teleported back to the vault’s central chamber.

Actions

Actions

Multiattack. Corallith makes two Slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 19 (3d8 + 6) bludgeoning damage.

Coral Spire (Recharge 5–6). Corallith summons jagged coral to erupt from the ground in a 20-foot radius within 60 feet. Each creature in the area must make a DC 18 Dexterity saving throw, taking 27 (6d8) piercing damage on a failed save, or half as much on a successful one. The coral counts as difficult terrain until destroyed (AC 15, 20 HP per 5-ft. section).

Reef Grasp. Corallith targets a creature it can see within 30 feet. Barnacle-covered tendrils lash out; the target must succeed on a DC 17 Strength saving throw or be restrained. While restrained, the target takes 9 (2d8) bludgeoning damage at the start of each of its turns. The target can use an action to make a DC 17 Strength check to break free.

Habitat: Any

InfectedEagleX

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