Large Construct, Unaligned
Armor Class 17 natural armor
Hit Points 110 (14d10 + 36)
Speed 30 ft.
STR
22 (+6)
DEX
9 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Damage Resistances Bludgeoning, Piercing, Slashing
Damage Immunities Poison, Psychic
Senses Tremorsense 120 ft., Passive Perception 10
Languages understands the languages of its creator, but can’t speak
Challenge 9 (5,000 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.

Living Desert: Can be used once per summon. The golem tears up the earth around it, and collects the stones and sand in a 15 foot radius centered around it for up to 10 minutes. It can designate any number of creatures it can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw DC 17. On a failed save, the creature takes 3d8 bludgeoning damage. On a successful save, the creature takes half as much damage. Treat this ability as if it’s a concentration spell.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A guardian golem made of sand and stone that is created by the most powerful of the Altasa people.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: construct

Habitat: Desert

Vaxxxeen

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