Medium Construct, Unaligned
Armor Class 18 (crystal armor)
Hit Points 105 (14d10 + 35)
Speed 40 ft.
STR
24 (+7)
DEX
12 (+1)
CON
20 (+5)
INT
6 (-2)
WIS
10 (+0)
CHA
1 (-5)
Saving Throws STR +10, CON +8
Skills Acrobatics +4, Intimidation +5
Damage Vulnerabilities Acid, Bludgeoning, Force
Damage Resistances Cold, Lightning, Psychic
Damage Immunities Fire, Poison, Radiant; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 200 ft., Passive Perception 9
Languages Undercommon cant speak it Understands the languages of its creator but can't speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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

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.

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

Actions

Multiattack. The golem makes two Crystal Punch attacks.

Crystal Punch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be lit on fire taking Hit: 9 (1d8 + 5) fire damage every turn until put out or the saving throw is made.

Haste (Recharge 5–6). Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its crystal punch attack as a bonus action.

NightNinja980

Comments

Posts Quoted:
Reply
Clear All Quotes