Large Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 30 ft.
STR
24 (+7)
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., Passive Perception 10
Languages 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 weapon attacks are magical.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Jump (Recharge 5–6). The golem targets one creature it can see within 20 feet of it. The target and each creature on a 5ft. radius must make a DC 17 Dexterity saving throw against this magic. On a failed save, a creature takes 19 (3d8+6) bludgeoning damage and the target takes an additional 1d8 bludgeoning damage and is knocked prone and grappled between the feet of the golem. This acts like a normal grapple, nut it doesn't incapacitate the golem in any way. Moving implies finishing the grapple. On a successful save, the creatures and the target take half as damage as they would on a fail, with no additional effects.

Description

Accordion golems are magical constructs manufactured from wood and leather to appear as tall, impressive enginery brutes. While moving, the contraction and expansion of its body usually produces low, accordion-like sounds. Like other golems, they are nearly impervious to spells and ordinary weapons.

Byakko__

Comments

Posts Quoted:
Reply
Clear All Quotes