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Iron Sphere

Small · Construct · CR 5 · Unaligned

Source. Creature Codex
Armor Class
16 (natural armor)
Hit Points and Hit Dice
60 (8d6+32)
Challenge Rating CR
5

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
13
+1
CON
18
+4
INT
4
-3
WIS
10
+0
CHA
3
-4

Overview

Category Monsters
Size Small
Type Construct
Alignment Unaligned
XP 1800
Initiative Bonus +1

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 20 ft (6.1 m)
Burrow 10 ft (3 m)
Crawl 15 ft (4.6 m)

Senses

Blindsight 60 ft (18.3 m)
Passive Perception 13

Skills

Athletics +6 Perception +3

Languages

understands the languages of its creator but can't speak

Resistances & Immunities

Damage Immunities
lightning, necrotic, poison, psychic, radiant
Damage Resistances
cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened, poisoned, prone

Traits

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

Blade

+6 to hit, reach 5 ft (1.5 m). Hit: 1d8+3 slashing damage.

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

Lightning Cannon

Recharge 5–6

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.

Multiattack

The iron sphere makes three melee attacks.

Piston

+6 to hit, reach 5 ft (1.5 m). Hit: 1d8+3 bludgeoning damage.

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

Spike

+6 to hit, reach 5 ft (1.5 m). Hit: 1d8+3 piercing damage.

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

About Iron Sphere

Iron Sphere is a small construct with a Challenge Rating of 5. It has a unaligned alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 60 hit points (derived from 8d6+32).

Iron Sphere has communication capabilities including understands the languages of its creator but can't speak. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Iron Sphere

4 tips available

When using Iron Sphere in your D&D 5e campaign, consider these tactical approaches:

  • Burrowing Tactics: This creature can burrow at 10 ft. It can ambush from underground or escape combat by digging. Use 'Earthbind' or create difficult terrain to limit burrowing. Consider fighting in areas without soft ground.
  • Climbing Advantage: This creature can climb at 20 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Lightning Damage Awareness: Lightning attacks often have long range and high speed. Advise players to use cover and avoid metal armor/weapons. Water surfaces amplify lightning damage - avoid fighting near water.

Player Guide: Facing Iron Sphere

4 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Burrowing Defense: This creature can burrow at 10 ft! It can ambush from underground. Use 'Earthbind', create difficult terrain, or fight on hard surfaces. 'Stone Shape' can seal burrows.
  • Climbing Defense: This creature can climb at 20 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Lightning Damage Protection: This creature deals lightning damage! Avoid metal armor and weapons. Use cover and avoid water surfaces. 'Iron Skin' or 'Protection from Energy' can help.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 5.

Solo Encounter:

A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 3,000 XP
  • Hard: 4,500 XP
  • Deadly: 6,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Iron Sphere?
Iron Sphere has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
What type of creature is Iron Sphere?
Iron Sphere is a Small Construct, which affects how certain spells and abilities interact with it.
What languages does Iron Sphere speak?
Iron Sphere can communicate in understands the languages of its creator but can't speak.

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