Trample. The golem can move through the space of a creature that is Large or smaller. If any creatures are prone while it moves, they are trampled by its massive weight. The affected creatures must make a DC 24 Dexterity saving throw, taking 24 (4d12) bludgeoning damage on a failed save, or half as much damage on a successful one.
Adamantine Plating. Any critical hit against the golem becomes a normal hit.
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 count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Multiattack. The golem makes two attacks, and use its Crashing Leap ability (if available).
Slam. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 40 (5d12+10) bludgeoning damage.
Rock Throw. Ranged Weapon Attack: +18 to hit, reach 50 ft., 10 foot sphere. Hit: 25 (3d10+10) bludgeoning damage.
Crashing Leap (Recharge 6). The golem can jump to a point in range up to its speed, and land in a cataclysmic smash. The crashing leap covers a 30-foot circle around it. Every creature in the area must make a Dexterity saving throw (DC 25). On a failure, they take 58 (8d12+10) bludgeoning damage and fall prone. On a success, they take half damage and are not prone. Structures also take damage from this ability.
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.
Energize. The golem makes a Slam attack and rolls 1d6 to recharge its Crashing Leap ability.
Toss Debris. The golem slams the ground and grabs materials with both hands, tossing them at a point within 30 feet. All creatures in a 10 foot square must make a Dexterity saving throw (DC 24), taking 18 (6d6) piercing damage and 18 (3d12) bludgeoning damage on a failure, or half damage on a success.
Pivot Slam (Costs 2 Actions). The golem cleaves in a wide ark, making a Slam attack on up to 3 medium creatures or one large creature within range. If it hits, the creatures do not receive damage and are instead grappled. The golem then throws the grappled creatures with enormous force at a point within 30 feet of range. It can be an object, an empty space or another creature. Both the grappled creatures and the target at a distance (if any) must make a Dexterity saving throw (DC 25), taking 28 (3d12+10) bludgeoning damage and falling prone on a failure, or only taking half damage on a success.
Titan Impact (Costs 3 Actions). The golem requires to use this legendary action in an area where it landed by using its Crashing Leap, as it slams it with all its might. The effects of this are the same as if it casted the Earthquake spell.
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