Fragnetic (5e Creature)

Fragnetic

Large monstrosity, any alignment


Armor Class 16 (natural armor)
Hit Points 91 (14d10 + 14)
Speed 20 ft.


STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 9 (-1) 12 (+1) 5 (-3)

Senses passive Perception 11
Languages Undercommon
Challenge 7 (2,900 XP)


Electromagnetic Shell. A creature that touches the fragnetic or hits the with a metal weapon takes 8 (2d6 + 1) lightning damage. If using a ferrous metal weapon, the creature must successfully make a DC 14 Strength save to keep the weapon from becoming stuck to the fragnetic's shell. A creature can use its action to make a DC 14 Strength check to attempt to retrieve an item stuck to the fragnetic's shell, taking 8 (2d6 + 1) lightning damage no matter the result.

Electrosense. The fragnetic can sense the location of ferrous metals within 60 ft. of it.

Magnetic Levitation. The fragnetic gains a flying speed of 40 ft. and can hover while in an area with large amounts of ferrous metal.

ACTIONS

Multiattack. The fragnetic can use its Magnetic Field. It then makes two throw metal attacks.

Electrocute (Recharge 5-6). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (6d4 + 2) lightning damage.

Magnetic Field. The fragnetic tries to move ferrous metal objects which it can see that are within 60 feet and have a combined weight of up to 200 pounds. If an object isn't being worn or carried, it moves it up to 30 feet directly towards or away from the fragnetic. If an object is worn or carried by a creature, the creature makes a DC 13 Strength save. If it fails, both it and the object are moved up to 30 feet directly towards or away from the fragnetic.

Metal Storm. The fragnetic randomly pulses its magnetic field. Each creature in a 30 ft. radius makes a DC 14 Dexterity saving throw. On a failed save, the creature takes 16 (3d10) slashing damage. On a successful save, the creature takes half as much damage. There must be sufficient ferrous metal debris in the area to use this action.

Throw Metal. Ranged Weapon Attack: +6 to hit, range 60/120 ft., one target. Hit: 22 (6d6 + 1) bludgeoning damage. There must be a suitable ferrous metal object within 5 ft. of the fragnetic that it is able to lift with its Magnetic Field.


Art by Jonathan Wojcik

Despite an ungainly appearance, this monster's cartilaginous shell is mostly hollow and extremely light, housing many small, metallic coils suspended in delicate webs of muscle through which the monster may channel its stores of electricity. These biological electromagnets allow the fragnetic to repel or attract certain metals with extreme force, especially its own thorny, caltrops-like defensive nodules. When particularly frightened, a fragnetic retreats into its shell and charges its entire magnetic web in alternating positive and negative currents, effectively generating a magnetic "whirlwind."
Employing its magnetic fields to hunt down appropriate materials, it swallows small stones and scraps of metal whole to be broken down and repurposed, excreting a solution of finely powdered magnetic ore with a slimy fecal resin which hardens instantaneously on contact with air. It is through this process by which the monster produces not only its deadly nodules but a limitless variety of metal objects ranging from simple blades, shields and cables to complex nesting structures.
A fragnetic is a timid hunter, easily spooked even by its own prey and quick to startle at the first unexpected sound or movement. Only its love of collecting small, metal items can eclipse its fear of danger, though it will quickly lose interest in items that do not react to magnetism. Able to taste the subtlest differences in metal compounds, the average fragnetic is by necessity an expert geologist.


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