b'Ferropaceon \n'b'  Large   elemental ,  neutral  \n'b'  Armor Class  16 (natural armor), 21 with Metallic Carapace  Hit Points  180 (19d10 + 76)  Speed  30 ft., burrow 25 ft.\n'b' STATS STR: 21 (+5) DEX:  14 (+2)  CON:  18 (+4)  INT:  6 (-2)  WIS:  11 (+0)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Vulnerabilities  bludgeoning  Damage Immunities  poison  Condition Immunities   paralyzed ,  poisoned ,  unconscious   Senses   darkvision  60 ft., passive  Perception  10  Languages  Terran  Challenge  10 (5,900 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Aura of Magnetism . While within 60 feet of the ferropaceon, a creature using a metal weapon or ammunition makes  attack  rolls with advantage against the ferropaceon and with disadvantage against creatures other than the ferropaceon. \n'b'  Earth Glide . The ferropaceon can burrow through nonmagical, unworked earth and stone. While doing so, it doesn\xe2\x80\x99t disturb the material it moves through. \n'b'  Metal Sense . The ferropaceon can magically pinpoint the location of metal within 60 feet of it. \n'b'  Metallic Carapace . The ferropaceon can protect itself by covering itself in magnetized metal objects, creating a metallic shell around its body. While the ferropaceon\xe2\x80\x99s metallic carapace contains at least 50 pounds of metallic objects, the ferropaceon\xe2\x80\x99s Armor Class is 21 instead of 16. A creature within 5 feet of the ferropaceon can use an action to make a DC 15  Strength  check. On a success, the creature can remove one object from the metallic carapace. Removing three objects destroys the ferropaceon\xe2\x80\x99s Metallic Carapace until the ferropaceon uses Hyperpolarization. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The ferropaceon attacks three times with its scissor claws. It can replace one  attack  with Hyperpolarization. \n'b'  Scissor Claws .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage. \n'b'  Hyperpolarization (Recharge 5-6) . The ferropaceon temporarily intensifies its magnetic field. All Medium and smaller unattended metal objects within 60 feet are pulled 60 feet towards the ferropaceon and added to its Metallic Carapace. Each creature within 60 feet wielding a metal object must make a DC 17  Strength  saving throw. On a failure, the creature is disarmed and the metal object is pulled to the ferropaceon and added to its carapace. Each creature within 60 feet wearing metal armor must succeed on a DC 17  Strength  saving throw or be pulled 10 feet straight towards the ferropaceon. \n'b'  Repulsive Barrage . If the ferropaceon\xe2\x80\x99s Metallic Carapace contains at least 50 pounds of metal, the ferropaceon violently reverses its magnetic field. Metal objects stuck to its body are flung outwards, destroying the Metallic Carapace. Each creature within 30 feet of the ferropaceon must make a DC 16  Constitution  saving throw, taking 35 (10d6) slashing damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' ABOUT \n'b' Often likened to a hermit crab, the ferropaceon is a six-legged earth elemental with a naturally smooth magnetic shell upon which it single-mindedly hoards any magnetic materials it can find. Though they hail from the Elemental Plane of Earth and tend to emerge on the Material Plane within the cavernous depths of ore-rich mountains, ferropaceons inevitably wander toward humanoid lands in search of ever more and ever rarer metal objects. Junkyards, old battlefields, and the outskirts of highly industrial cities have all known a ferropaceon at one time or another. \n'b' Though not malicious, ferropaceons are highly territorial, viewing any object magnetically stuck to their body as rightly theirs. Most ferropaceons defend their treasures with scissor-like claws that can slice through flesh and bone with ease. \n'b' The oldest ferropaceons can control their magnetic fields to such a degree that they can wield metallic weapons like swords and hammers, oscillating their magnetism so that the weapon hovers around them and strikes at their command. \n'b' The first fungal raptors were created by a vampiric druid obsessed with the cycle of rot, decay, and rebirth (particularly the rot and decay parts). Since then, fungal raptors have spread throughout the known world utilizing sporal reproduction. Many woodstraipsing adventurers have unknowingly been sprinkled with the spores of a fungal raptor hiding in the trees above, only to carry the raptor\xe2\x80\x99s progeny far and wide.'