# Fellforged *Medium* *Construct* *Lawful Evil* - **Armor Class:** 15 (natural armor) - **Hit Points:** 135 (18d8 + 54) - **Speed:** walk 30 ft. - **Challenge Rating:** 5 (1,800 XP) - **Source:** Tome of Beasts 2023, page 170 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 14 (+2) | 12 (+1) | 17 (+3) | 12 (+1) | 14 (+2) | 15 (+2) | - **Saving Throws**: Str +5, Wis +5 - **Skills:** - **Damage Vulnerabilities:** False - **Damage Immunities:** necrotic, poison, psychic - **Damage Resistances:** acid, cold, fire, lightning - **Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned - **Senses:** darkvision 60 ft., passive Perception 12 - **Languages:** the languages it knew in life ### Special Abilities - **Construct Nature:** The fellforged doesn't require air, food, drink, or sleep. - **Inhabiting Spirit:** The fellforged is inhabited and animated by a specter. If the fellforged fails a saving throw against an effect that turns undead, the specter is expelled into an unoccupied space within 5 feet of the fellforged with the hp total it had before it was expelled. The specter otherwise uses the statistics of a specter. - **Sunlight Sensitivity:** While in sunlight, the fellforged has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ### Actions - **Multiattack:** The fellforged makes two Necrotic Slam attacks. - **Necrotic Slam:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. ### Bonus Actions - **Burst Gears:** The specter within the fellforged strains the construct's body, sending broken springs and gears flying. Each creature within 5 feet of the fellforged must make a DC 14 Dexterity saving throw, taking 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one. Each time the fellforged uses this bonus action, its speed is reduced by 5 feet, and it can't use this bonus action if its speed is 0. Its speed returns to normal when it finishes a long rest.