Huge Construct, Unaligned
Armor Class 22 (natural armor)
Hit Points 351 (26d12 + 182)
Speed 30 ft.
STR
30 (+10)
DEX
9 (-1)
CON
24 (+7)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Damage Resistances Cold, Fire, Lightning, Necrotic, Radiant
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

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

Limited Magic Immunity. The golem can't be affected or detected by spells of 6th level or lower. It has advantage on saving throws against all other spells and magical effects.

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

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

Actions

Multiattack. The golem makes two Slam attacks.

Slam. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 32 (5d8 + 10) bludgeoning damage and the target must succeed on a DC 25 Strength saving throw or the Armor Class (AC) of the armor or shield (determined randomly) of the target takes a permanent and cumulative -1 penalty. If its Armor Class drops to 0, the armor or shield is destroyed. If the armor or shield is magical, the target gains advantage on the saving throw.

Crushing Stride. The golem moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the golem enters must succeed on a DC 25 Dexterity saving throw. On a successful save, the creature is pushed 5 feet to the nearest space out of the golem's path. On a failed save, the creature falls prone and takes 32 (5d8 + 10) bludgeoning damage. If the golem remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the golem. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 25 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the golem and is no longer restrained

Earthquake Smash (Recharge 5--6). The golem slams the ground, triggering an earth tremor and violently pelting the area with debris. Each creature on the ground in a 20-foot cube originating from the golem must succeed on a DC 25 Constitution saving throw. On a failed save, a creature takes 55 (10d8 + 10) bludgeoning damage, is knocked prone, and stunned until the end of its next turn. On a successful save, a creature takes half as much damage and is neither knocked prone or stunned.

Ericrivers

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