Lavalval Chain (Duel Terminal:Order of the Warlords)

The form of "Gishki Chain", after it gained forbidden power by sacrificing the "Laval". The fighting strength of the "Gishki" increased beyond its previous limits as they sacrificed and absorbed basically every "Laval" {| Large elemental, lawful good

Armor Class 15 (Natural Armor)) Hit Points 250 (14d10 + 20) Speed 60 ft. fly 60 ft

Saving Throws con +8 Skills Athletics +9 Damage Vulnerabilities acid Damage Resistances Cold, fire Damage Immunities poison Condition Immunities blinded, deafened, poisoned Senses blindsight 30 ft., passive Perception 6 Languages common; Challenge 5 (1400 XP)

Berserk. Whenever starts its turn with 40 hit points or fewer, roll a d6. On a 6, goes berserk. On each of its turns while berserk, the Laval attacks the nearest creature it can see. If no creature is near enough to move to and attack, attacks an object, with preference for an object smaller than itself. Once goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Magic Resistance. Laval has advantage on saving throws against spells and other magical effects.

ACTIONS
Multiattack makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Smother. smothers a Medium or smaller creature grappled by it. The smothered target is restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the golem's turns or take 10 (2d6 + 3) bludgeoning damage. If moves, the smothered target moves with it. can have only one creature smothered at a time.

Molten Core (Recharge 6). Lavals makes six slam attacks against the same target and can take the Dash action as a bonus action.

Laval Explosion. When takes damage for the first time, it creates a synthetic, glowing bead of fire energy as a reaction. When Laval drops to 0 hit points, the bead detonates in an explosion of flame that spreads around corners. Each creature in a 15-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The explosion’s base damage is 2d6. If at the end of the Laval's turn the bead has not yet detonated, the damage increases by 1d6. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
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