Large Giant (Human), Lawful Neutral
Armor Class 20 LightStone
Hit Points 210 (20d20)
Speed
STR
28 (+9)
DEX
18 (+4)
CON
27 (+8)
INT
23 (+6)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws STR +12, CON +11
Skills Intimidation +20
Condition Immunities Exhaustion, Grappled
Senses Unknown He can detect when anything interacts with his summoned columns., Passive Perception 15
Languages All Using it's infinite years, he learned every language.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Intelligence: You can use this ability twice a day to double an intelligence save or check.

Column Summon: You can shatter a piece of the ground to create a pillar to a maximum of 50 feet tall and a maximum of 5 feet thick. It cannot pierce objects.

Shatter: By releasing a subtle shockwave, pillars of your choice will shatter, dealing 5d6 damage to anyone in a 10 ft radius of the pillar, stacking with each pillar.

Column Raise: You can create a pillar underneath a target of Medium size or less. bringing it up however many feet you would like, as a maximum of 50 ft. 

Actions

Boulder Summon: You can tear reality to your will to bring a 5 ft cube of stone to your hand. You can throw it in the same action. Make a ranged attack with +6 and damage of 7d6.

Column Swing: You can grab a summoned column and swinging it at a target, and if there are targets in a line, you can hit all of them. Make a melee attack of +8 and damage of 8d8 to each target.

Power Slam: You swing your fists into an object or person, doubling a strength check against something to break it or a person. You can grapple a person  by making a strength save against the target's dex save.

 

Reactions

Column Block: You raise a pillar in front of you quickly, effectively blocking the attack and stunning melee weapon users. To activate, you make a DEX save against 13. This can only be used once per round.

Legendary Actions

This action requires an hour and 50 pounds of any raw stone. You can shape it into a circular island with housing or columns for various purposes, allowing you to create farms, water sources, or apartment complexes.

Description

A hulking giant who can summon and manipulate column and pillar architecture. Very smart and powerful, and designer of various housings.

Lair and Lair Actions

A finely crafted cavernous cave, which can stretch to be quite long, holding many columns and houses with no one inside.

Lair Actions

On initiative count 14 (losing initiative ties), the Golem takes a lair action to cause one of the following effects; the Golem can’t use the same effect two rounds in a row:

  •    Fall Column:  You cause a column to fall, shutting off parts of the cave such as hallways and doorways. It forms massive stone walls of pure stone, and people removing it would need a total of 60 as a strength check.
  • Full Spikes: You cause parts of the cavern, up to 30 square ft., to extend spikes and damage intruders. Anyone standing on the spikes will make a DEX save of 15 or take 3d8 piercing damage, and walking through them needs a DEX save of 8 or take 1d8 piercing damage.

Regional Effects

The region containing a legendary Golem's lair is plagued with architecture, which creates one or more of the following effects:

  • Every day, 1d4 pillars appear close to the cave, with the same statistics above for moving or destroying them.
  • Statues big and small of the Column Golem appear in nearby civilizations, 1d4 per week per town, or 3d4 per week per city. They can range from an orange size to a human size, and  you must roll dice to see what happens.

If the Column Golem dies, these effects fade over the course of 1d4 days.

Habitat: Underdark

GutricDaBardyBoi

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