Huge Construct, Unaligned
Armor Class 28 (natural armor)
Hit Points 300 (20d12 + 120)
Speed 25 ft., Rather than swimming, the golem will also walk in water, even if the water goes over it's head. However, the Golm can only be in water that completely submerges it for 15 minutes, or else the fire that keeps it going qill be snuffed out. , Burrow 30 ft. Using it's gargantuan hands, an Advanced Mirthral Golem is a lightning quick digger.
STR
30 (+10)
DEX
9 (-1)
CON
30 (+10)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Skills Intimidation +12, Perception +12
Damage Immunities Fire, Force, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Tremorsense 120ft, Passive Perception 15
Languages Dwarvish Understands the languages of its creator but can only speak rudimentary parts of that language, unless it is Dwarvish, in which case, it can speak along with the most civilized scholar there is.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains twice the number of fire damage points dealt.

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 weapon attacks are magical.

Specific Design. The golem has advantage on saving throws against attacks from any kind of Beast or Druid. The Golem also has advantage on attacks against Druids and Beasts of all kinds. This includes any Druids in Beast Shape.

 

 

Actions

Multiattack. The golem makes two melee attacks.

Slam. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 7) bludgeoning damage.

Sword. Melee Weapon Attack: +18 to hit, reach 10 ft., two targets. Hit: 33 (4d12 + 7) slashing damage.

Reboot. The golem releases fire in a 10ft radius around itself. The flames last for 1 turn. All entities within this radius must make a DC 15 Constitution saving throw, or be pushed back 10ft, and take 2d8 fire damage. The golem is unable to move for 4 turns after this action is used. This action can only be used once every 10 minutes.

Reckless Charge. The Golem will rush 40ft in any direction, and will not be stopped by anything excepting it's master. Anything that is within the Golem's way will have to make a DC 20 Strength saving throw, or be knocked prone and take 4d6 force damage. The Golem is immune to attacks while it is charging.

Admantine Core. The Golem will lock-down, and will act as a solid object for 10 turns, as well as a temporary AC of 30. After the 10 turns are over, it has advantage on all of it's attacks for two turns. During the 10 turns of stillness, the golem's on action is to Reboot. Each Reboot adds 1 damage to it's first attack after the golem is released from it's 10 turns of stillness, and the recharge on Reboot is not in effect while Admantine Core is being used. This action is only able to be used once every 5 minutes.

Description

Made of mainly Mithral, the Advanced Mithral Golem stands at over 20ft tall, has broad shoulders over 7ft wide, and has a massive chest of 4ft deep.

Previous Versions

Name Date Modified Views Adds Version Actions
8/31/2020 4:15:51 PM
4
2
1.0
Coming Soon
8/31/2020 4:24:14 PM
3
1
1.0
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9/3/2020 1:48:25 PM
6
2
1.2.1
Coming Soon
SylvisSalicir

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