Tetomatli
Large Construct chaotic evil
- Armor Class: 16 (natural armor)
- Hit Points: 152 (16d10+64)
- Speed: walk 30 ft.
- Challenge Rating: 8 (3,900 XP)
- Source: Tome of Beasts 2, page 345
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 20 (+5) |
10 (+0) |
18 (+4) |
5 (-3) |
11 (+0) |
3 (-4) |
- Skills: athletics +8, perception +3
- Damage Immunities: poison, psychic;
- Damage Resistances: acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: tremorsense 90 ft. (blind beyond this radius), passive Perception 13
- Languages: understands the languages of its creator but can’t speak
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.
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.
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