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Blackslag Horror

Blackslag Horror

Large elemental, neutral evil

Byproducts of Industrius' many cosmic factories given life and form, demolishing any form of life in their way

Armor Class 18 (Natural armor )
Hit Points 130 (12d10+60)
Speed 30 ft.
STR
22
(+6)
DEX
10
(+0)
CON
20
(+5)
INT
6
(-2)
WIS
10
(+0)
CHA
5
(-3)
Saving Throws Str +12, Con +8
Skills Perception +7
Damage Resistances BPS from nonmagical attacks
Damage Immunities Poison, Fire
Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious, Frightened
Senses passive Perception 10
Languages Terran, Ferrous
Challenge 6 (2,300 XP)

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

Gone, but not Dead. When dropped to zero hit points, if it's core is not effectively destroyed, the Horror will come back in 1d4 days if sufficient materials lie around

Actions

Multiattack. The Horror makes two slam attacks

Slam. Melee Weapon Attack: +8 to hit, reach 10ft, one target. Hit: 15 (2d8+5) bludgeoning plus 8 (2d4+2) fire damage

Choking Breath (Recharge 5-6). The Horror exhales a cloud of hazardous soot and sulfur in a 30ft cone. Each creature inside must make a DC 15 Dexterity saving throw or take 20 (3d6+4) poison damage and suffer the poisoned effect until the end of their next turn. Half damage on success and suffers no other effects

Blastburn (Recharge 6). The Horror's body overheats and glows with eldritch burning magic, it then releases all this pent up heat in a fiery explosion in a 30ft radius centered on itself. Any creature in the radius must make a DC 18 Dexterity saving throw or take 22 (3d6+4) fire damage and be knocked back 10ft and be knocked prone. Half damage on success and suffers no other effects