Huge Construct, Unaligned
Armor Class 18 (natural armor)
Hit Points 163 (16d12 + 67)
Speed 40 ft., Fly 80 ft.
STR
24 (+7)
DEX
10 (+0)
CON
19 (+4)
INT
10 (+0)
WIS
10 (+0)
CHA
5 (-3)
Saving Throws STR +12, DEX +5, CON +9
Skills Perception +6, Persuasion +5, Stealth +3
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Senses Darkvision 120 ft., Tremorsense 30 ft., Passive Perception 15
Languages Common, Draconic, Orc
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

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

Magic Resistance. The dracolem has advantage on saving throws against spells and other magical effects.

Siege Monster. The dracolem deals double damage to objects and structures.

Unusual Nature. The dracolem doesn’t require air, food, drink, or sleep, and it gains no benefit from finishing a short or long rest.

Actions

Multiattack. The dracolem uses its Malevolent Presence. It then makes four attacks: two with its claws and two with its tail. If the dracolem is flying, it can substitute its two claw attacks to make a wing attack.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage.

Wings. The dracolem beats its wings. Each creature within 10 ft. of the dracolem must succeed on a DC 17 Dexterity saving throw or take 13 (2d6 +7) bludgeoning damage and be knocked prone.

Malevolent Presence. Any creature with an Intelligence of 4 or more that is within 30 feet of the dracolem must succeed on a DC 17 Wisdom saving throw or be [Tooltip Not Found] by it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dracolem's Malevolent Presence for the next 24 hours. A creature [Tooltip Not Found] in this way fixates on another creature or object that the dracolem dictates and must, on each of its turns, move as close as it can to that target and use its action to make a melee attack against it. If the dracolem doesn’t choose a target, the [Tooltip Not Found] creature can act normally on its turn.

Radiant Breath (Recharge 5–6). The dracolem exhales a ray of radiant energy in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 31 (7d8) radiant damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

A Guard Dracolem’s Lair

A Guard Dracolem's lair is typically a dungeon, vault, or secret entrance with adjustments to the space to help aid the dracolem in battle.

Lair Actions

On initiative count 20 (losing initiative ties), the dracolem takes a lair action to cause one of the following effects:

  • A strong wind blows around the dracolem. Each creature within 60 feet of the dracolem must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dracolem and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
  • A cloud of poisonous vapor swirls about in a 20-foot-radius sphere centered on a point the dracolem can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be incapacitated for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Habitat: Urban

ExaltedDawn

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