Large Construct (Fiend), Chaotic Evil
AC 14 Natural Armour    Initiative +2 (12)
HP 75 (10d8 + 30)
Speed 30 ft.
Mod Save
STR 16 +3 +8
DEX 14 +2 +2
CON 16 +3 +10
Mod Save
INT 8 −1 −1
WIS 12 +1 +1
CHA 10 +0 +0
Skills Perception +3
Resistances Piercing and Slashing from nonmagical attacks, Cold, Lightning
Immunities Poison; Poisoned
Gear Natural Armour, 6 floating crates
Senses Darkvision 60ft; Passive Perception 13
Languages Abyssal, Common Understands but does not speak
CR 4 (XP 1,100; PB +2)
Traits

Unstable Runes. Magical runes carved into the construct’s wooden keg-body sputter violently. At the start of each of its turns, roll a d6:

  • 1: The fiend takes 4 (1d8) force damage.

  • 2–4: A faint hum—no effect.

  • 5-6: A random magical burst triggers (see Rune Burst below).

Explosive Core. When the fiend is reduced to 0 hit points, it explodes in a 15-foot radius. Each creature in the area must make a DC 13 Dexterity save, taking 14 (4d6) Fire damage on a fail, or half on a success.

Actions

Multiattack. The construct makes two Slam attacks. If there are floating crates available, the construct makes up to two Throw Crate attacks.

Slam. Melee Weapon Attack: +5, reach 5 ft., one target. Hit: 7 (1d8 + 3) Bludgeoning damage + 3  (1d6) Fire damage.

Throw Crate. Ranged Weapon Attack: +5, reach 30 ft., one target. Hit: 7 (1d8 + 3) Bludgeoning damage + 3  (1d6) Poison damage. If the target is a creature, it must make the following saving throw. Constitution Saving Throw: DC 10. Failure: The target has the Poisoned condition. While Poisoned, the target can’t regain Hit Points and takes 3 (1d6) Poison damage at the start of each of its turns, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

Keg Spray. The construct bursts the side of its keg-body, spraying boiling rune-ale in a 15-ft cone. Creatures must make a DC 13 Dex save, taking 14 (4d6) Acid damage on a failure. Once used, roll a 1d6. The construct may only use this ability again on a result of 5 or 6.

Bonus Actions

Rune Burst. If the fiend rolled a 5 or a 6 at the start of its turn, roll a 1d4:

  1. Flicker Teleport: The fiend teleports up to 20 ft.

  2. Arcane Pop: A harmless explosion; creatures within 10 ft make a DC 11 Dex save or fall prone.

  3. Foaming Surge: The fiend gains +2 AC until start of next turn.

  4. Sputtering Bolt: A random creature within 30 ft takes 4 (1d8) Lightning damage.

Reactions

Keg Rebound. When a creature within 5 ft misses the fiend with a melee attack of 10 or lower, the fiend sprays a sudden jet of mist. The attacker must succeed on a DC 10 Con save or be Poisoned until the end of their next turn.

Description

A chaotic, sentient construct. It is part magical explosion, part fermentation residue, and fully dangerous. A barrel-shaped fiend, fizzing, smoking, with limbs of splintered wood and glowing blue runes floating around it. It has several crates floating around it.

Lair and Lair Actions

Arcane Mash Overflow. A brewing vat leaks glowing foam. Each creature within 10 ft of the vat must succeed on a DC 12 Dex save or take 4 (1d8) Acid damage and be pushed 5ft.

Runespark Discharge. A rune etched on the wall flickers alive. A random creature in the room must succeed on a DC 12 Dex save or take 7 (2d6) Lightning damage.

Flash-Ferment Fog. A cloud of enchanted brewing vapors fills a 15-ft radius. Creatures inside must make a DC 10 Con save or become Poisoned until the start of their next turn.

Animated Barrels. A broken barrel reassembles itself and rolls wildly across the floor. A random creature must succeed on a DC 12 Dex save or take 5 (1d10) Bludgeoning damage and be knocked prone.

Monster Tags: constructfiendaberration

Habitat: Any

davidtita7

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