Tetomatli
Large Construct, chaotic evil. CR 8, AC 16, 152 HP. Traits: Diving Head Slam, Heavy Flier, Magic Resistance, Magic Weapons, Siege Monster.
- Armor class
- 16
- Hit points
- 152
- Challenge
- 8
- Creature type
- Construct
- Size
- Large
- Alignment
- chaotic evil
Stat block
- Cha
- 3
- Con
- 18
- Dex
- 10
- Int
- 5
- Str
- 20
- Wis
- 11
- Speed
- Walk: 30
- Senses
- tremorsense 90 ft. (blind beyond this radius), passive Perception 13
- Skills
- Athletics: 8; Perception: 3
- Actions
- Multiattack. The tetomatli makes one head slam attack and one wing buffet attack.
- Head Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. If the tetomatli scores a critical hit against a target wearing metal armor, the target must succeed on a DC 15 Strength saving throw or its armor is destroyed. A creature wearing magical armor has advantage on this saving throw. A creature wearing adamantine armor is unaffected.
- Wing Buffet. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
- Tremor (Recharge 6). The tetomatli slams its head repeatedly into the ground, creating a magical shockwave. Each creature within 20 feet of the tetomatli must succeed on a DC 15 Dexterity saving throw or be knocked prone and have disadvantage on attack rolls and Dexterity checks until the end of its next turn.
- Languages
- understands the languages of its creator but can’t speak
- Damage immunities
- poison, psychic;
- Special abilities
- Diving Head Slam. If the tetomatli is flying and moves at least 20 feet straight toward a target and then hits it with a head slam attack on the same turn, the tetomatli can use Tremor as a bonus action, if it is available.
- Heavy Flier. The tetomatli can fly up to 30 feet each round, but it must start and end its movement on a solid surface such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage.
- Magic Resistance. The tetomatli has advantage on saving throws against spells and other magical effects.
- Magic Weapons. The tetomatli's weapon attacks are magical.
- Siege Monster. The tetomatli deals double damage to objects and structures.
- Damage resistances
- acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition immunities
- blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Source and licence
From Tome of Beasts 2.
Licence: Open Game Content (OGL 1.0a).