Iron Scourge

Huge construct, unaligned

Armor Class 20 (natural)
Hit Points 207 (18d12 + 90)
Speed 25 ft.

STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 20 (+5) 3 (-4) 10 (+0) 1 (-5)

Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands Gnomish but cannot speak
Challenge 16 (15,000 XP)

SPECIAL TRAITS

  • Fire-Fueled. Whenever the iron scourge would take fire damage, it takes no damage and instead regains hit points equal to the fire damage dealt.
  • Legendary Resistance (3/Day). The iron scourge turns a failed saving throw into a success.
  • Magic-Infused. The iron scourge is immune to any spell or effect that would alter its form, it has advantage on saving throws against spells and other magical effects, and its attacks are considered magical.

ACTIONS

  • Cleaver. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 39 (6d10 + 6) slashing damage.
  • Flamethrower. The iron scourge projects a 30-foot cone of flames from its flamethrower arm. All creatures within the area must attempt a DC 18 Dexterity saving throw, taking 44 (8d10) fire damage on a failure, or half as much on a success. The Flamethrower starts with 3 charges. Each use of the Flamethrower expends 1 charge. When there are no more charges available, the iron scourge cannot use its Flamethrower action. See its Reload legendary action for details.

LEGENDARY ACTIONS

The iron scourge can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The iron scourge regains spent legendary actions at the start of its turn.

  • Cleaver Swing. The iron scourge makes one attack with its Cleaver.
  • Reload (Costs 3 Actions). The iron scourge siphons fire from the flame vents into its Flamethrower, regaining 2 charges for that ability. The Flamethrower can never have more than 2 charges. If all the flame vents in the Crucible are destroyed, the iron scourge can no longer use this legendary action.
  • Self-Immolate. The iron scourge turns its Flamethrower on itself, bathing in the flames. All creatures within 5 feet of the iron scourge are targeted by its Flamethrower ability as normal, and the iron scourge regains 44 (8d10) hit points from its Fire-Fueled trait. This action uses 1 charge from its Flamethrower ability, as normal.
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Total Party Kill Handbook - Volume 1 2019 © 2CGaming, LLC. Author Steven Gordon

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