Immutable Form. The golem is immune to any spell or effect that would alter its form.
Fire Absorption. Whenever the Golem is subjected to Fire damage, it takes no damage and instead gains a bonus AC equal to the fire damage dealt. Minimum of 1.
Magic Resistance. The Golem has advantage on saving throws against spells and other magical effects.
Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If there is no creature near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the golem, can try to calm it down and make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem may go berserk again.
Multi-attack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) Bludgeoning damage.
Spurt. If the Golem is struck for damage by a slashing or piercing weapon it spurts out a small splash of extremely hot juices from the wound. This spurt inflicts 2 (1d4) fire damage to all individuals within 5 feet of the Golem.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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 six foot tall creature that seems to be made entirely of pastry. A few reddish smears mar its well-baked crust.
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.
Comments