b'Iron Sphere \n'b' An iron ball covered in black panels sits at the statue\xe2\x80\x99s feet. It seems slightly out of place, its surface smooth and bright. \n'b'  Small   construct ,  unaligned  \n'b'  Armor Class  16 (natural armor)  Hit Points  60 (8d6 + 32)  Speed  30 ft., burrow 10 ft., climb 20 ft.\n'b' STATS STR: 16 (+3) DEX:  13 (+1)  CON:  18 (+4)  INT:  4 (-3)  WIS:  10 (+0)  CHA:  3 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Athletics  +6,  Perception  +3  Damage Resistances  cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  lightning, necrotic, poison, psychic, radiant  Condition Immunities   charmed ,  exhaustion ,  frightened ,  poisoned ,  prone   Senses   blindsight  60 ft. (blind beyond this radius), passive  Perception  13  Languages  understands the languages of its creator but can\xe2\x80\x99t speak  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'   Construct Nature . The iron sphere doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Immutable Form . The sphere is immune to any spell or effect that would alter its form. \n'b'  Siege Monster . The sphere deals double damage to objects and structures. \n'b'  Standing Leap . The sphere can launch itself into the air by extending the rods within it like pistons. The sphere\xe2\x80\x99s long jump is up to 25 feet and its high  jump  is up to 15 feet, with or without a running start. \n'b'  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. \n'b'  Actions \n'b'   Multiattack . The iron sphere makes three  melee attacks . \n'b'  Blade .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) slashing damage. \n'b'  Piston .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) bludgeoning damage. \n'b'  Spike .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) piercing damage. \n'b'  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. \n'b'  About \n'b'  Hidden Threat . From a distance, the iron sphere appears to be a ball four feet in diameter. Closer inspection reveals square plates in the sphere, each crowned by a black hemisphere. Iron spheres usually find placement as art objects, sometimes incorporated into statuary displays or among white stones, vases, or other decorative notions. \n'b'  Unpredictable Opponent . Once the iron sphere becomes active, it rolls toward a threat, deploying what weapons it deems necessary by means of the pistons beneath each plate on its exterior. Some pop open like a chest\xe2\x80\x99s lid, some fire outward, and others split open to reveal a blade, a spike, or a nozzle. \n'b'  Direct Control or Set to Guard . The owner of an iron sphere gives it commands through a gem, which can be concealed inside the plate at the topmost part of the sphere when not being used to control the sphere. \n'b' Alternate Traits and Actions \n'b'  Source  ExpCod (Open Design) \n'b' The following changes allow GMs to alter an iron sphere without modifying its challenge rating. \n'b'   Acid Jet (Recharge 5-6) . The iron sphere extends a nozzle from an open panel and shoots a stream of acid 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) acid damage on a failed save\xe2\x80\xa6 or half as much damage on a successful one. The iron sphere loses its Lightning Cannon action. \n'b'  Autonomous Flight . The iron sphere has a  fly  speed of 30 feet. The iron sphere loses its burrow and climb speeds, and it loses its Standing Leap and Tunneler traits. \n'b'  Cold Iron Weapons . The iron sphere\xe2\x80\x99s  melee attacks  count as cold iron for the purpose of overcoming  resistance  and immunity to attacks and damage. The iron sphere loses its  damage resistance  to bludgeoning, piercing, and slashing from nonmagical attacks made with cold iron. \n'b'  Dual-Weaponized . The iron sphere has two of the following  actions : Acid Jet, Flamethrower, Ice Catapult, and Lightning Cannon. Each action recharges on 6. The iron sphere replaces its Lightning Cannon action with Dual-Weaponized. \n'b'  Flamethrower (Recharge 5-6) . The iron sphere extends a nozzle from an open panel and releases a fan of fire in a 15-foot cone. Each creature in that cone must make a DC 15  Dexterity  saving throw, taking 22 (4d10) fire damage on a failed save or half as much damage on a successful one. The iron sphere loses its Lightning Cannon action. \n'b'  Ice Catapult (Recharge 5-6) . The iron sphere extends an arm from an open panel and lofts an icy sphere up to 20 feet away that explodes in 10-footradius sphere centered on the sphere\xe2\x80\x99s point of impact. Each creature in that sphere must make a DC 15  Dexterity  saving throw, taking 22 (4d10) cold damage on a failed save or half as much damage on a successful one. The iron sphere loses its Lightning Cannon action. \n'b'  Silvered . The iron sphere\xe2\x80\x99s  melee attacks  count as silvered for the purpose of overcoming  resistance  and immunity to attacks and damage. The iron sphere loses its  damage resistance  to bludgeoning, piercing, and slashing from nonmagical attacks that are silvered. \n'b'  Temple Sphere . The iron sphere is consecrated to a specific deity. It will not  attack  creatures wearing or presenting the deity\xe2\x80\x99s holy symbol. The sphere has advantage on  attack  rolls against creatures regarded as enemies to the deity, and these creatures have disadvantage on saving throws against the sphere\xe2\x80\x99s special abilities. Additionally, the sphere gains the Deific Burst  attack : \n'b'   Deific Burst (Recharge 5-6) . The iron sphere unleashes a burst of holy or unholy energy in a 20-foot-radius sphere centered on the sphere. Each creature in that sphere must make a DC 15  Dexterity  saving throw, taking 22 (4d10) necrotic or radiant (or other damage type, as appropriate to the deity) damage on a failed save or half as much damage on a successful one. This trait and  attack  replace the iron sphere\xe2\x80\x99s Siege Monster trait and Lightning Cannon  attack .'