Huge Construct, Any Alignment
Armor Class 19 Natural
Hit Points 112 (12d10 + 52)
Speed 30 ft.
STR
21 (+5)
DEX
7 (-2)
CON
16 (+3)
INT
6 (-2)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws STR +10, CON +8
Skills Intimidation +2
Damage Vulnerabilities Acid
Damage Resistances Bludgeoning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft, Passive Perception 13
Languages Understands languages of its creator but cannot speak.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Unpredictable. The golem cannot be charmed nor be commanded unless by its creator or someone the creator has chosen.  In addition, the golem has a 2 percent chance of attacking whoever is controlling it (other than its creator) after each attack it makes with him/her controlling it.

Destructive Rage.  The golem has a +2 AC  and does an extra 1d4 radiant damage when it has less than half of its hit points.   Also, it does double damage to structures and machines.

Actions

Multiattack. The golem makes 2 arm blade attacks.

 

Arm Blade. Melee Weapon Attack: +9 to hit, reach 10 ft., # target. Hit: 27 (4d12 + 3) slashing damage. 

Laser Beam. (Recharge 5-6) Ranged Weapon Attack: +5 to hit, range 100/300 ft., 1 target. Hit: 25 (5d10) radiant damage.

Bonus Actions

The golem can make two arm cannon attacks before it needs to be repaired, and when it uses up at least one, it cannot use multiattack anymore.  Repairing an arm costs 80 gp.  The golem can use as many bonus action as it wants, at any time.

Arm Cannon.  Ranged Weapon Attack: +7 to hit, range 100/300 ft., 1 target. Hit: 30 (3d20) bludgeoning damage, 6 (3d4) radiant damage, and the target is grappled and can free itself with a successful DC 20 strength check.

Reactions

 

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 huge golem with a heavily protected head and arms replaced by gigantic greatswords.  Its legs are as thick as tree trunks.

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.

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