Large Construct, Neutral Evil
Armor Class 17 Inertial Armor
Hit Points 176 (16d10 + 80)
Speed 20 ft.
STR
20 (+5)
DEX
9 (-1)
CON
18 (+4)
INT
6 (-2)
WIS
11 (+0)
CHA
1 (-5)
Saving Throws STR +9, CON +8
Damage Immunities Lightning, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 10
Languages Telepathy understands telepathic commands but can’t speak Understands the languages of its creator but can't speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

 

Immutable Form. The golem is immune to any spell or effect that would alter its form.

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

Magic Weapons. The golem’s weapons attacks are magical.

Psychic Absorption. Whenever the golem is subjected to psychic damage, it takes no damage and instead regains a number of hit points equal to the psychic damage dealt.

Actions

Slam. Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) bludgeoning

Mind Blast (Recharge 5-6). The golem magically emits psychic energy in a 60 foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8+4) psychic damage and be stunned for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Monster Tags: construct

Drake4roses

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