# 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.