The Mechanical Glass Smith

The Mechanical Glass Smith

Medium or small construct, Unaligned


Armor Class 13 (natural armor)

Hit Points 119 (18d8 + 40)

Speed 30 ft.


STR

14 (+2)

DEX

12 (+1)

CON

14 (+2)

INT

18 (+4)

WIS

12 (+1)

CHA

12 (+1)


Skills Survival +3, History +6

Damage Immunities Poison, Psychic

Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses Darkvision 30 ft., Passive Perception 14

Languages Any languages know by its creator

Challenge 3 (2300 XP)

Proficiency Bonus +2


Spellcasting. The creature casts the following spell without any material components:

At will: silicakinesis

Actions


Multiattack. Mechanical glass smith makes two attacks with cutting tool.

Cutting Tool. One creature within 30 ft of it must succeed on a DC 13 Dexterity saving throw. On a failed save, the creature takes 9 (1d10 +4) force damage. On a successful save, the creature takes half damage.

Flame Torch. Any creature within a 15 ft cone must succeed on a DC 13 Dexterity saving throw. On a failed save, a creature takes 9 (1d10 +4) fire damage. On a successful save, the creature takes half damage.

Glass Beam (Recharge 5-6). Mechanical glass smith fires a beam of energy at one creature within 30 ft. The creature must make a DC 13 Constitution saving throw. On a failed save, the creature is engulfed in glass until the end of their next turn. Its movement becomes zero and it gains no bonuses to speed. All attacks made against it are at advantage.

Bonus Actions


Create Glass Golems. The Mechanical glass smith summons two glass golems.

A summoned glass golem appears within 15 ft of its summoner in an unoccupied space and acts immediately after Glass smith engine’s turn.

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