Large Construct, Unaligned
Armor Class 17 (Natural Armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft.
STR
22 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
3 (-4)
WIS
12 (+1)
CHA
2 (-4)
Damage Resistances Force, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Blindsight 120 ft. (blind beyond this radius), Passive Perception 11
Languages Understands the languages of its creator, but cannot speak
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Disjointed. A creature that attacks the golem can choose to take a -5 penalty to its attack roll to target one of the six arcane orbs that connect the golem's body parts. If the attack hits, the golem suffers an additional effect until the end of its next turn, depending on which orb was targeted:

  • Arm. The golem loses hold of any creature it has grappled in the affected arm, and has disadvantage on the next Slam attack it makes using that arm.
  • Leg. The golem's speed is halved.
  • Head. The golem cannot use its Shock Beam.
  • Torso. The golem cannot use its Force Pulse.

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

Overload. Whenever the golem takes 10 or more lightning damage from a single source, it cannot take reactions until the end of its next turn.

Magic Resistance. The golem has advantage on saving throws it makes against spells and other magical effects.

Actions

Multiattack. The golem makes two Slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8+6) bludgeoning damage plus 7 (2d6) force damage, and the target is Grappled (escape DC 16).

Gravity Wave (Recharge 5-6). The golem releases a wave of gravitational energy in a 60 ft. cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failure, the creature takes 36 (8d8) force damage, and its speed becomes 0 until the end of its next turn. On a success, the creature takes half as much damage and its speed isn't reduced.

Bonus Actions

Force Pulse. Each creature within 30 ft. of the golem must make a DC 17 Strength saving throw. On a failure, a creature takes 9 (2d8) force damage, and is either pulled 10 ft. towards the golem, or pushed 10 ft. away from the golem (the golem's choice). On a success, the creature takes half as much damage, and is not moved.

Shock Beam. The golem shoots a beam of lightning at a creature it can see within 120 ft. of it. The target must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) lightning damage. Until the end of its next turn, an affected creature must choose whether it gets an action, a bonus action, or a move on its turn - it only gets one of the three.

Reactions

Antimagic Arc. When a creature within 60 ft. of the golem attempts to cast a spell or use a magic item, it must make a DC 17 Charisma saving throw. On a failure, the attempt at casting a spell fails, and the action is wasted. Additionally, the magical properties of each magical item it is carrying (other than an Artifact) is suppressed until the end of its next turn.

Description

Designed to be the love-child between an artificer's tinkering prowess, and a wizard's maddeningly acute intelligence, this golem is the bane of any spellcaster around - most likely including its creators, as well. This beast of a machine acts as a warden, bodyguard, or executioner, depending on how much trouble an intruder is giving it.

Solar_Bun_Bun

Comments

Posts Quoted:
Reply
Clear All Quotes