Adamantine Taint (5e Creature)

Adamantine Taint

Medium construct, unaligned


Armor Class 18 (natural armour)
Hit Points 45 (6d8 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 17 (+3) 2 (-4) 7 (-2) 1 (-5)

Damage Resistances fire
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages understands the languages of its creator, but can't speak
Challenge 4 (1,100 XP)


Immutable Form. The adamantine taint is immune to any spell or effect that would alter its form.

Magic Resistance. The adamantine taint has advantage on saving throws against spells and other magical effects.

Magic Weapons. The adamantine taint's weapon attacks are magical.

ACTIONS

Multiattack. The adamantine taint makes two melee attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be restrained for 1 minute as metal spreads over its skin. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
A humanoid slain by this attack rises 24 hours later as a new adamantine taint, unless it is restored to life or its body is destroyed.


Adamantine taints are constructs made from humanoids imbued with tough metal. If any part of an adamantine taint is severed, it reverts to flesh instantly, and when it dies, the humanoid can be restored to life normally. Adamantine taints have a number of inherent abilities normally found only in more powerful constructs, such as greater resilience in the face of magical onslaught and outright immunity to mundane weapons.

Metallic Touch. The touch of an adamantine taint causes dull metal to creep over a creature's skin. The metal flakes off shortly afterwards, unless the creature dies while the metal remains, in which case the metal permanently covers the creature's skin, unless it is restored to life, in which case the metal flakes off the instant it is brought back to life. Humanoids slain by adamantine taints are slowly affected by the magic that animated the original, transforming the humanoid into a new adamantine taint.
As adamantine taints can endure indefinitely and transform any number of humanoids into more of their own kind, they are much sought after by powerful individuals, though an adamantine taint is loyal first and foremost to the spellcaster that created it.

Powerful Guardians. Adamantine taints are excellent guards for treasure, as they are unwavering in their vigil, ignoring bribes and threats. Rituals known to the mightiest of spellcasters can infuse a metal object with the magic required to transform living humanoids into adamantine taints, so some place worthless objects so affected and disguised with other magic in their vaults, luring unwary thieves and looters into protecting the treasure they sought to plunder.

Constructed Nature. An adamantine taint doesn't require air, food, drink, or sleep.


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