Magmoid

Large elemental, neutral

Armor Class

14 (natural armor)

Hit Points

120 (16d10 + 32)

Speed

40 ft.

STR

14 (+2)

DEX

17 (+3)

CON

15 (+2)

INT

4 (-3)

WIS

10 (+0)

CHA

5 (-3)

Damage Immunities

fire, lightning, poison

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical weapons

Damage Vulnerabilities

cold

Condition Immunities

exhaustion, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses

blindsight 60 ft., passive Perception 10

Languages

Ignan, Terran

Challenge

8 (3,900 XP)

Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.

Magma Form. The magmoid can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the magmoid or hits it with a melee attack while within 5 feet of it takes 9 (2d8) fire damage. In addition, the magmoid can flow into a hostile creature’s space and stop there. The first time it enters a hostile creature’s space on a turn, that creature takes 9 (2d8) fire damage and catches fire; until someone takes an action to douse the flames, the creature takes 4 (1d8) fire damage at the start of each of its turns.

Melt Weapons. Any nonmagical weapon made of metal that hits the magmoid melts. After dealing damage, the weapon takes a permanent and cumulative –1 penalty to damage rolls. If its penalty drops to –5, the weapon is destroyed. Nonmagical ammunition made of metal or other flammable material is melted or burned and is destroyed after dealing damage.

Siege Monster. The magmoid deals double damage to objects and structures.

Actions

Multiattack. The magmoid makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and 9 (2d8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 4 (1d8) fire damage at the start of each of its turns.

Magma Blast (Recharge 6). The magmoid hurls a blast of magma in a 60-foot line that is 5-foot-wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failure and half as much damage on a success. In addition, any creature or a flammable object in the line ignites. Until a creature takes an action to douse the fire, the target takes 4 (1d8) fire damage at the start of each of its turns.

large
elemental
cr8
tome-of-horrors