Medium Construct, Neutral Evil
Armor Class 18 Natural armor
Hit Points 184 (16d10 + 96)
Speed 30 ft., climb 20 ft.
STR
19 (+4)
DEX
14 (+2)
CON
22 (+6)
INT
18 (+4)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws DEX +7, WIS +8
Skills Acrobatics +7, Athletics +9, Perception +8, Stealth +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion
Senses Darkvision 60 ft., Passive Perception 13
Languages Only languages it knew in life
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Lamordian Fortitude. If damage reduces Adam to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, Adam drops to 1 hit point instead.

Legendary Resistance (3/Day). If Adam fails a saving throw, he can choose to succeed instead.

Desperate Rage. Upon reaching 46 hit points for the first time, Adam enters a sort of rage as he attempts to destroy whatever threatens his life. All of his attacks from this point forward gain +5 to attack rolls, and deal an extra base damage dice. When this happens, he has no control of his actions, and must attack the nearest creature or structure. If his hit points raise above 46, he can attempt a DC 12 Intelligence saving throw to recollect his composure. If his health dips below 46 again, he must repeat this save to avoid raging again.

Maneuvers (2/Turn). When Adam hits with a melee attack, it can choose to apply a maneuver to that attack. The attack deals an addional 11 (2d10) damage, and Adam chooses one of the following effects.

Disarming Attack. The target must succeed on a DC 18 Strength saving throw or drop an object it is holding of the Adam's choice. The object lands at its feet.

Menacing Attack. When Adam hits a creature with a melee attack, he can attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of Adam until the end of Adam's next turn.

Trip Attack. If the target is Large or smaller, it must succeed on a DC 18 Strength saving throw or fall prone.

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

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

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 promethean makes two attacks with his Blade of Agony, or three unarmed strikes.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Blade of Agony. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage or 10 (1d10 + 4) slashing damage if used with both hands, plus 13 (3d8) lightning damage.

Discharge (Recharge 6). Each creature within 3 ft. of Adam must make a DC 17 Dexterity saving throw as Adam unleashes some of the electricity stored in his body. On a failed save, each creature takes 45 (10d8) lightning damage, or half as much on a successful save. After using this ability, Adam’s AC becomes 13 until the end of his next turn.

Strangle. Melee Attack: +9 to it, reach 5 ft., one target. Hit: The creature is considered grappled and strangled until they can perform a successful DC 17 Strength saving throw.

Flintlock Rifle. Ranged Weapon Attack: +7 to hit, reach 40/120 ft., one target. Hit: 21 (3d12 + 2) piercing damage.

Legendary Actions

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

Move. Adam moves up to his speed without provoking opportunity attacks.

Attack. Adam makes one attack, either with his fists or with his sword.

Description

STRANGULATION

A creature can last a number of rounds equal to 2 + their Constitution modifier (minimum of 0) before their health drops to 0. During this time, the target is considered restrained. The only actions the target may take while being strangled are to attack the opponent that is strangling them (with disadvantage), or to make a Strength (Athletics) check against the opponent’s Strength (Athletics) check in an attempt to break free.

Previous Versions

Name Date Modified Views Adds Version Actions
3/12/2021 11:02:41 PM
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3/13/2021 6:30:38 PM
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3/13/2021 6:40:15 PM
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3/13/2021 6:44:38 PM
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3/29/2021 11:48:01 PM
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5/16/2021 1:13:38 PM
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Heartweaver

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