Huge Construct, Any Alignment
Armor Class 16 Natural Armor
Hit Points 76 (10d10 + 21)
Speed
STR
12 (+1)
DEX
27 (+8)
CON
12 (+1)
INT
16 (+3)
WIS
11 (+0)
CHA
4 (-3)
Saving Throws DEX +11
Damage Vulnerabilities Lightning
Damage Resistances Piercing, Slashing
Damage Immunities Necrotic, Poison
Senses Passive Perception 10
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Discreet Holographic Cloaking- The Golem projects an illusion of itself and masks itself until successfully hit for the first time each round. Due to this, attacks made against the golem are made with disadvantage until hit for the first time each round. This resets at the beginning of its turn.

Legendary Resistance x 2

 

Actions

Multi-Attack-  the Golem can attack once with its bite, once with its blade, and once with its claws

Bite- +4 to hit 2d8+4 piercing

Claw- +4 to hit 2d8+4 slashing

Blade- +8 to hit 4d6+6 Slashing/Fire 

Bonus Actions

If the Golem makes just a bite attack, it can use a bonus action to force the target to make a DC 16 STR saving throw or be restrained by the golem in its jaw.

Reactions

Blink (3 uses)-  The golem can use a reaction when it is being hit with an attack that it can see to begin shimmering in and out of view. until its next turn, any time a creature attacks the Golem, roll a d6. On a 4, 5, or 6 the attack misses. This includes the triggering attack.

Legendary Actions

Legendary Actions (3) 

Blade Attack (2)-  The Golem makes a blade attack

Claw Attack (1)- The Golem makes a Claw attack

Tentacles (3)-  The Golem can use its 3 tentacles to make 3 attacks. They have a +4 to hit and deal 2d4+4 bludgeoning damage. they can hit creatures up to 10 ft in any direction.

Arcane Slash (3)- Range 120ft. The golem targets any creature within range, the target creature and any creature within 5ft of the target must make a DC16 DEX saving throw. A target takes 6d6 thunder damage on a fail and half as much on a save.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A large slender bot standing at 12 feet tall with a mechanical panther Head with two drill “canines” and other teeth that are dagger-like. The Head glows from within with a shifting arcane core. It’s eyes shift colors as it stands, ready to attack. It’s right Arm is an arcane blade that crackles with energy and glows with a red orange tint, but also shifts colors as the eyes do. It’s left arm is long and slender with 3 hooked appendages for a hand, almost like a claw machine, but thicker and sharper. Coming out of its waist behind it are 3 mechanical tentacles tipped with metal pads. The pads are spiked on one side and flat on the other. The tentacles move very fluidly. It’s legs look like very simple robot animal legs and glow with the same arcane energy as the head.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
12/27/2021 3:25:00 PM
4
1
1
Coming Soon

Habitat: Urban

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