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5ead/monsters/md/tome_of_beasts_2/tetomatli.md
2025-06-07 07:58:30 -05:00

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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 cant 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.