Beamos (5e Creature)

Beamos

Large construct, unaligned


Armor Class 18 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 0 ft.


STR DEX CON INT WIS CHA
10 (+0) 7 (-2) 18 (+4) 3 (-4) 4 (-3) 2 (-4)

Saving Throws Con +7
Damage Vulnerabilities thunder
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 30 ft. (blind beyond this radius), passive Perception 7
Languages
Challenge 5 (1,800 XP)


Antimagic Susceptibility. The beamos is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the beamos must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

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

Weak Point. An attack which specifically targets the beamos's eye-gem bypasses its damage resistance. If the attack inflicts piercing damage, it not only bypasses immunity and resistance, but inflicts double damage. Any attack roll made as a called shot, such as against this weak point, is normally made with disadvantage.

ACTIONS

Eye Beam (Recharge 2-6). The beamos produces a line of concentrated energy beam that is 120 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 38 (11d6) radiant damage on a failed save, or half as much damage on a successful one.


Source

Beamos are ancient constructs which guard temples and dungeons alike from intruders. They appear as tall, rotating machines with a single red gem perched at their tops. They attack with powerful energy rays from their eye-like gem. One of their more exploitable weaknesses is that they have a very limited vision-range, so long-ranged attacks will work wonders against them.



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