Large Construct, Neutral
Armor Class 17
Hit Points 60 (3d20 + 30)
Speed
STR
18 (+4)
DEX
6 (-2)
CON
18 (+4)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Saving Throws STR +7, CON +7
Damage Vulnerabilities Bludgeoning, Cold, Lightning
Damage Resistances Piercing, Slashing
Damage Immunities Fire
Condition Immunities Blinded, Charmed, Deafened, Frightened, Stunned
Senses Passive Perception 11
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
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.

Water Absorbing: At the end of each turn that a Coral Golem spends waist deep in water, it heals 15 points of health. It may also take the charge action.

Sharp Exterior: Those who unarmed strike a Coral Golem take 1d4 piercing damage from the sharp spines

Actions

Rowboat Melee Weapon Attack: +4 to hit, reach 5 ft., 1target. Hit: 19(2d6 +10) [Bludgeoning] damage.  Target must make a strength check or be knocked back five feet and rendered prone.

Claw. Weapon Attack: +3 to hit, range 5 ft.,1target. Hit: 7 (1d6 + 4) [damage type] damage.

Charge: The Coral Golem may Skip its turn in order to be able to fire its Hydrojet on its next turn. If someone deals ten points of bludgeoning damage or any amount of lightning, they will lose the ability to perform Water Cutter or Hydrojet

Water Cutter: RangedWeapon Attack: +2 to hit, range 30 ft., 1 target. Hit:  18(3d12) [Piercing] damage.

 

Description

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Lair and Lair Actions

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CluelessDM

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