Large Construct, Unaligned
Armor Class 27 (natural armor)
Hit Points 558 (18d20 + 360)
Speed 20 ft., This movement can not be impeded.
STR
30 (+10)
DEX
12 (+1)
CON
30 (+10)
INT
5 (-3)
WIS
12 (+1)
CHA
3 (-4)
Saving Throws STR +19, DEX +10, CON +19, WIS +10
Damage Resistances Acid, Cold, Force, Necrotic, Radiant, Thunder, Damage from Spells
Damage Immunities Fire, Lightning, Piercing, Poison, Psychic, Slashing; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 35ft, Darkvision 120 ft., Passive Perception 11
Languages Understands the languages of its creator but can't speak
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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.

Fire and Lightning Absorption. Whenever the golem is subjected to fire or/and lightning damage, it takes no damage and instead regains a number of hit points equal to the fire and/or lightning damage dealt.

Magic Weapons. The golem's weapon attacks are magical.

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

Mold earth. The  Adamantine Golem can use the mold earth cantrip at will

Actions

Multiattack. The golem makes two melee attacks.

Slam. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 56 (10d8 + 11) bludgeoning damage.

Radiant breath (Recharge 6). The golem exhales radiant scintillations in a 15-foot cone. Each creature in that line must make a DC 15 Dexterity saving throw, taking 43 (8d10) Radiant damage on a failed save, or half as much damage on a successful one.

 

Reactions

Unyielding. When the golem is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.

just_some_twit

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