Large Construct, Unaligned
Armor Class 14 (natural armor)
Hit Points 220 (21d10 + 105)
Speed 20 ft.
STR
24 (+7)
DEX
9 (-1)
CON
20 (+5)
INT
12 (+1)
WIS
11 (+0)
CHA
1 (-5)
Saving Throws INT +7
Damage Immunities Acid, Cold, Fire, Lightning, Poison, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 240 ft., Truesight 10 ft., Passive Perception 9
Languages Understands the languages of its creator but can't speak
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Elemental Absorption. Whenever the golem is subjected to acid, cold, fire, lightning, or thunder damage, it takes no damage and instead regains a number of hit points equal to the damage dealt.

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 are magical.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Alchemical Eruption (Recharge 5–6). Alchemical elements explode from the golem in all directions. All creatures in a 20 foot sphere centered on the golem must make a DC 19 constitution saving throw, taking 49 (9d10) acid, cold, fire, lighting, or thunder damage (the golem's choice) on a failed save, or half as much on a successful one. Additionally, a creature who fails the save suffers the one of the alchemical concoctions below (the golem chooses for each creature):

Strength reducing elixir. The creature must roll and subtract a d4 from it's attack rolls until the start of the golem's next turn.

Softening elixir. The creature's armor class decreases by 1 until the start of the golem's next turn.

Slowing potion. The creature's walking speed decreases by 10 feet and it has a disadvantage on all dexterity saving throws. These effects last until the start of the golem's next turn.

Stunning mixture. The creature is stunned until the start of the golem's next turn. A creature must have failed the save by 5 or more for the golem to inflict this effect on them.

Wound inflicting brew. The creature takes 2 (1d4) necrotic damage at the start of each of it's turns for a minute, or until it suffers a different effect from the alchemical eruption.

Bonus Actions

Alchemical Concoction (Recharge 5–6). The golem creates an alchemical concoction of it's choice, choosing from the options below.

Strength enhancing elixir. The golem's slam attacks deal an additional 4 (1d8) bludgeoning damage on a hit until the start of it's next turn.

Reinforcing elixir. The golem's armor class increases by 2 until the start of it's next turn.

Haste potion. The golem's walking speed increases by 15 feet and it gains an advantage on all dexterity saving throws. These benefits last until the start of the golem's next turn.

Flight mixture. The golem gains a flying speed of 20 feet until the start of it's next turn.

Regenerating brew. The golem heals 3 (1d6) hit points at the start of each of it's turns for a minute, or until it uses a different alchemical concoction.

HomebrewMindFlayer

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