Huge Construct, Unaligned
Armor Class 20 (Natural Armor)
Hit Points 360 (24d20 + 60)
Speed 30 ft., burrow 30 ft., climb 30 ft.
STR
24 (+7)
DEX
12 (+1)
CON
26 (+8)
INT
5 (-3)
WIS
14 (+2)
CHA
5 (-3)
Saving Throws STR +12, CON +13
Damage Resistances All, Damage from Spells
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Blinded, Paralyzed, Poisoned, Restrained
Senses Blindsight 60 ft, Darkvision 120 ft, Tremorsense 240 ft, Passive Perception 12
Languages Common, Undercommon Understands the language of it's creator, and can telepathically communicate with other Ore Golems
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Stoic Spellcasting. Every time the Adamant Golem casts a spell that damages a player, it can roll a d12 to regain health lost.

Adamant Fortitude. Any critical hit on the Adamant Golem does not count for critical damage, and simple goes for standard damage.

Immutable Form. The Adamant Golem is immune to any magic that alters its form

Magic Resistance. The Adamant Golem is gains advantage on saving throws relating to a magic spell save.

Magic Weapons. The Adamant Golems weapon attacks are considered magical.

Spellcasting. The Adamant Golem is a 2nd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +1 to hit with spell attacks). The Ore Golem has following Sorcerer spells prepared:
Cantrips (at will): Mold Earth, Thunderclap, Shape Water, Message
1st level (3 slots): Earth Tremor, Absorb Elements, Thunderwave

Actions

Immovable Mountain. As an action, you can hunker down and increase your AC by 5, but you can't move, use actions, or cast spells. You can only dispel the action during this time.

Multiattack. The Adamant Golem can attack twice per turn

Smash. Melee Weapon Attack: +1 to hit, reach 10 ft., 1 target. Hit: 18 (3d10 + 3) Bludgeoning damage. 

Boulder Chuck. Ranged Weapon Attack: +3 to hit, range 20/100 ft., 10ft. area target. Hit: 26 (3d12 + 4) Bludgeoning damage.

Ore Shards. Ranged Weapon Attack: +2 to hit, range 40/120 ft., 4 targets. Hit: 22 (2d12 + 2)

Bonus Actions

One with the Stone. As a bonus action, the Ore Golem can psychically communicate to all other Ore Golems within a 50 mile sphere.

Legendary Actions

Protector of the Earth. (3 charges) As a bonus action, the Adamant Golem can expend a charge and cast Earthquake, Feeblemind (DC 18), or Bones of the Earth at 8th Level. The Adamant Golem is immune to all damage and effects of these spells.

Description

Ore Golems, much like Stone Golems, are built and designed to be large statue like creatures or to be concealed in various caves and mines. Ore Golems, when found in large groups, can even deviate from their masters instructions and form a small herd. 

Lair and Lair Actions

Very dark and damp, usually surrounded by precious gems and other jewels. Ore Golems prefer the subtle richness of the ground and highly valued minerals rather than structures and highly populated areas.

Lair Actions

On initiative count 19+ (losing initiative ties), the Ore Golem takes a lair action to cause one of the following effects; the Ore Golem can’t use the same effect two rounds in a row:

  • The Adamant Golem (and any other Adamant Golems or Ore Golems in the area) can take the Hide action once (DC 20 Perception check required)
  • The Adamant Golem can cast Move Earth once, attempting to disrupt any intrusion by outsiders, even if that includes causing a cave in.

Regional Effects

The region containing a legendary Ore Golem’s lair is Earthly Cursed, which creates one or more of the following effects:

  • Prices of mineral based products (i.e. metallic weapons, metallic armor, shields, certain components, etc) are now tripled their standard price and are half as common.
  • Earthquakes are now far more common in this region. The time between earthquakes will change every 1d6 days (an earthquake happens, you roll a 3, then in 3 days another earthquake will happen). Damage caused by the earthquake is up to the DM's discretion, but average about one large structure is at minimum damaged, if not destroyed.

If the Ore Golem dies, these effects fade over the course of 4d6 days.

Habitat: MountainUnderdark

TheParadox3876

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