Gargantuan Construct, Unaligned
Armor Class 18 (natural armor)
Hit Points 161 (14d12 + 70)
Speed 50 ft., swim 50 ft.
STR
26 (+8)
DEX
8 (-1)
CON
20 (+5)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Damage Vulnerabilities Fire, Thunder
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison, Psychic
Senses Passive Perception 10
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Aqueous. The inside of the golem armor can contain water to breathe in instead of air, if the creator chooses.

Clumsy. The golem armor has disadvantage on all Dexterity saving throws, and other creatures have advantage on all attack rolls made against it.

Freezing Backlash. When a creature within 5 feet of the golem armor hits it with a melee attack, the attacker takes 7 (2d6) cold damage, and if it doesn't have resistance or immunity to cold damage, it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Inert. When not inhabited by a controller that can cast spells, the golem armor is an object. While its not an object, its CR is the same as the level or CR of its controller (minimum CR 12), and it has the same senses as its controller.

Siege Weapon. The golem armor deals double damage to objects and structures.

Spell-Powered. The golem armor uses the spell attack modifier of its controller for its attack rolls, written as +X, and it uses the spell save DC of its controller for its other abilities, written as DC XX. The golem armor uses its controller's mental ability scores as its own, and the controller can see through the golem armor's senses.

Actions

Smash. Melee Weapon Attack: +X to hit, reach 15 ft., one target. Hit 24 (3d10 + 8) bludgeoning damage plus 18 (4d8) cold damage.

Breath Weapon. The golem armor exhales a blast of freezing air in a 30-foot cone. Each creature in that area must make a DC XX Constitution saving throw. On a failed save, a creature takes 28 (8d6) cold damage and its speed is reduced to 0 feet until the end of its next turn. On a success, a creature takes half damage and suffers no other effects.

Description

Golem armors are special constructs designed to be controlled using magic by a humanoid pilot inside the armor itself. These creatures are usually conjured as part of the new golem armor spell, but permanent golem armors can also be made by through lengthy magical rituals. In some worlds, these giant armors serve as the vanguard of magical armies. In others, they are ancient weapons from a lost age that could turn the tide of many eternal conflicts. Most of them are thirty feet tall, but the ancients tell of armors that could touch the clouds.

Operated By Magic. Golem armors are designed to be operated by magic. An empty armor can be commanded by a spellcaster to open the hidden door in its chest and kneel to allow entry. Once inside, the mage stays in a shielded core, protected from the heat, cold, lightning, or other threats posed by the golem. The controller (sometimes called a pilot) can use any talent for magic they might possess to control the armor. As examples, a wizard would use their intellect, a druid or cleric would use their spirit, and not only sorcerers but even tieflings or anyone else with natural magic could use that same talent to control the armor.

Monster Tags: construct

BenevolentEvil

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