Huge Construct, Unaligned
Armor Class 19 (natural armor, shield)
Hit Points 500 (40d12 + 240)
Speed 35 ft.
STR
19 (+4)
DEX
6 (-2)
CON
22 (+6)
INT
3 (-4)
WIS
10 (+0)
CHA
1 (-5)
Saving Throws STR +11, CON +13, WIS +7
Damage Vulnerabilities Fire
Damage Immunities Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 90 ft. (blind beyond this radius), Passive Perception 10
Languages Understands Primordial but can’t speak
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Cold Absorption. Whenever the golem is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Legendary Resistance (3/day). When the golem fails a saving throw, it can choose to succeed instead.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Melt. While in an area of extreme heat, the golem loses 1d6 hit points at the start of each of its turns.

Constructed Nature. The golem doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The golem makes three melee attacks or makes one melee attack and throws a snowball.

Shield Bash. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage plus 7 (2d6) cold damage.

Snowball. The golem throws an enormous snowball at a point within 90 feet of it. Each creature within 5 feet of that point must make a DC 19 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save or half as much on a success. If a creature fails this save by 5 or more and takes any of the cold damage, its body slows down from the cold and it can take either an action or a bonus action on its next turn, not both.

Legendary Actions

The golem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The golem regains spent legendary actions at the start of its turn.

Move. The golem moves up to its speed.

Slam. The golem makes a shield bash attack.

Whiteout (Costs 2 Actions). The golem throws a snowball.

Newb_DM

Comments

Posts Quoted:
Reply
Clear All Quotes