Melomach

Level 13
Creature· elementalHugeRemaster
AC 33
HP 292
Speed 25 ft.
Fort +26
Ref +23
Will +23
Perc +19
Size Huge
Common
Immunities bleed, paralyzed, poison, sleep
Resistances electricity 15
Languages talican
Senses darkvision
Skills athletics +30, intimidation +28, performance +26, crafting +21
Recall Knowledge nature DC 31

Attacks

Melee Fist +26/+22/+18(agile, reach 15 ft., unarmed, versatile P, versatile S)
Damage: 3d12+18 bludgeoning
Ranged Lightning +21/+16/+11 (range 120 ft.)(electricity, magical)
Damage: 3d10+16 electricity

Abilities

Heavydefensive

As long as it is immobile, the elemental can't be forcibly moved or knocked Prone. If it takes a move action, it loses this immunity until the start of its next turn.

Lightning Punch◆◆offensive

The melomach makes a fist Strike, then makes a lightning Strike against a different creature within 120 feet of the fist Strike's target. Both Strikes count toward the melomach's multiple attack penalty, but it doesn't increase until after both attacks are made.

Rhythmic Stompoffensive(emotion, mental, primal)

Frequency once per round Effect The melomach's footsteps raise a clanging sound through their body to create a brief musical phrase. The melomach Strides, then generates the effect of one of the following bard composition cantrips at 7th rank: Allegro, Dirge of Doom (adds the fear trait), or Triple Time.

Scream◆◆offensive(primal, sonic)

The melomach unleashes a guttural, ear-piercing wail. All creatures in a 120-foot cone take 7d12 sonic damage with a DC 32 fortitude save. The melomach can't Scream again for 1d4 rounds. Critical Success The creature is unaffected. Success The creature takes half damage. Failure The creature takes full damage, is Stunned 1, and is Deafened for 1 minute. Critical Failure The creature takes double damage, is Stunned 3, and is deafened permanently.

Description

Melomachs are massive, vaguely humanoid elementals composed of metal debris. They take great pride in decorating and augmenting their metallic bodies with haphazardly placed spikes, blades, humanoid or bestial skulls, and other similar adornments, the more ostentatious the better. When two melomachs meet, the resulting contests of physical might and vocal prowess can last for days, often leaving the landscape ravaged for miles in every direction.