Iron Sphere

Small construct, Unaligned

Armor Class

16 (natural armor)

Hit Points

60 (8d6+32)

Speed

walk 30 ft., burrow 10 ft., climb 20 ft.

Skills

Athletics +6, Perception +3

Damage Resistances

cold, fire; bludgeoning, piercing, slashing from nonmagical weapons

Damage Immunities

lightning, necrotic, poison, psychic, radiant

Condition Immunities

charmed, exhaustion, frightened, poisoned, prone

Senses

blindsight 60 ft. (blind beyond this radius)

Languages

Understands the languages of its creator but can't speak

Challenge

5

Immutable Form

The sphere is immune to any spell or effect that would alter its form.

Siege Monster

The sphere deals double damage to objects and structures.

Standing Leap

The sphere can launch itself into the air by extending the rods within it like pistons. The sphere's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Tunneler

The sphere can burrow through solid rock at half its burrow speed and leaves a 5-foot-wide, 5-foot-high tunnel in its wake.

Actions

Multiattack

The iron sphere makes three melee attacks.

Blade

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Piston

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Spike

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Lightning Cannon (Recharge 56)

The sphere extends a metal rod from one of its many facets and fires a bolt of lightning in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.