Large Construct, Chaotic Neutral
Armor Class 17 (natural armor)
Hit Points 263 (25d10 + 85)
Speed 15 ft.
STR
22 (+6)
DEX
9 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Truesight 30 ft., Passive Perception 10
Languages All
Challenge 13 (10,000 XP)
Proficiency Bonus +5
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 weapon attacks are magical.

Living core. When the golem's hit points hits 0 it turns into the crimson crystal

Held together magically. If dispel magic is used on the golem successfully three times in a row it immeadaetley drops to a tenth of it's hit points

 

 

Actions

Multiattack. The golem makes two slam attacks or two crystal waves.

Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 29 (3d8 + 8) bludgeoning damage.

Crystal wave. Melee Weapon Attack: +8 to hit, reach 20 ft., multi-target. Hit: 21 (4d6 + 2) piercing damage

Crimson ray. Ranged weapon attack: 20+ to hit, reach 15/120 ft., one target. Hit: 70 (10d10 + 0) radiant damage. when used the golem becomes prone for the turn then next the attack fires where it was aimed and for one round the golem is stunned.

Boulder toss. Ranged weapon attack: 6+ to hit, reach 10/75 ft., aoe target. Hit: 13 (1d12 + 2) bludgeoning damage. If the targeted fails a dc 12 constitution or strength check it is stunned for 1 round. 

Slow (Recharge 5–6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Description

A vessel for destruction and domination piloted by the crimson crystal bound together by magic and an extremely deadly opponent.

Lair and Lair Actions

A large gavern with large red crystals sticking out the walls and ceilings and a small altar in the Centre with red runes around it

Lair Actions

On initiative count 3 (losing initiative ties), the crimson golem takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • causes a large crystal to fall on top of one of it's foes dealing 1d12 piercing damage
  • Regenerates 20 hit points over 5 turns

Regional Effects

The region containing a legendary Crimson golem’s lair is corrupted by it, which creates one or more of the following effects:

  • Rock related constructs and elements gain a slight boost to strength and constitution and a 5 hit points per round regeneration effect
  • Any organic life such as plants, fey, beasts and oozes get corrupted by the cave's creator's influence.

If the Crimson golem and crystal dies, these effects fade over the course of 1d10 days.

Monster Tags: construct

KeshtheGreat

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