Large Elemental, Chaotic Neutral
Armor Class 16 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 30 ft., Burrow 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
20 (+5)
INT
4 (-3)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws STR +7, CON +8, WIS +3
Damage Vulnerabilities Thunder
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
Languages Terran
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Earth Ankur. The coral golem cannot be moved by external means if it hasn't moved on its turn

Camouflage. The coral golem can change its color at will to fit within its surroundings

type variation. there are many types of coral golems. each being unique in its abilities. these include: stag-horn, column, mind-growth, bonfire & roped.

stat changes: stag horn- when attacked, moved into  or grappled the creature takes 1d4 piecing damage per 5 ft of movement into; column- AC +2 and con  increase by 4 (accounted hp is 144); mind-growth- resistance to psychic damage and can use its reaction when attack to deal psychic 2d4 damage; bonfire- gains resistance to fire damage and can add 1d4 fire damage to its slam attacks; roped- range for slam attacks increase by 5. dex increases by 2 and increases movement speed by 10ft

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) piercing damage + 1d4 fire damage (bonfire only).

Vomit. ranged weapon Attack: reach 20 ft., DC [14] Dexterity save or 4 (1d8) piercing damage or half as much on a successful save, the creature is grappled for the duration. a grappled creature can roll a strength save DC [15] on the start of its turns to escape. if  creature dies while in intestines creatures gains hp eaqual to twice the creatures maximum hp. intestines have AC 8 and account for creatures HP.

call of the deep. you cast conjure animals at its minimum level. the summoned creatures can only have underwater as their terrain. they are controlled on its bonus actions and stay until dismissed

Reactions

psychic wave (mind-growth only). the creature emanates it pain towards the creature that inflicted it, target must take a DC [13] intelligence save or take 2d4 psychic damage

Description

stag-horn: much like aa vaguely humanoid rock, only with fern like spikes running along its entire silhouette. jagged and unsymmetrical it lumbers forward 

column: a hulking collection of rock and layered blue coral almost resembling plate armor. two long piston looking cylinders emerge from its main form

mind-growth: an oblong shape of brain textured violet coral nestles into some base stone. it floats barely 2 feet of the ground

bonfire: twisting coral of oranges and reds form into the shape of a dancing flame, odly crab like in its appearance .oily and smoldering the very warmth can be felt of its presence 

roped: coiling ribbons of coral knot and tie together into a changing form. resembling many snakes twisting together into an uncertain collection of life

 

Habitat: CoastalUnderwater

Tabana

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