Ferrumach Rilmani

Medium celestial, typically neutral

Armor Class

18 (natural armor)

Hit Points

136 (16d8 + 64)

Speed

30 ft.

Saves

str +8, con +8

Skills

athletics +8, perception +6

Damage Resistances

psychic

Senses

truesight 120 ft.

Languages

telepathy 120 ft., any two languages

Challenge

9

Proficiency Bonus

+4

Bladed Edges

A creature takes 10 (3d6) slashing damage if it starts its turn grappling or being grappled by the ferrumach.

Skewering Charge

If the ferrumach moves at least 20 feet in a straight line toward a Large or smaller creature and ends within 5 feet of it, that creature must succeed on a DC 16 Strength saving throw or have the grappled condition (escape DC 18) and take 10 (3d6) piercing damage.

Actions

Multiattack

The ferrumach makes three Sharpened Limb or Bolt attacks.

Sharpened Limb

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 11 (2d10) psychic damage.

Bolt

Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 11 (2d10) psychic damage.

Spellcasting

The ferrumach casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14): • At will: detect magic • 1/Day each: dispel magic, ice storm