Huge Construct, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 40 ft., burrow 20 ft.
STR
22 (+6)
DEX
9 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Saving Throws STR +10, CON +9
Damage Resistances Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison, Psychic
Senses Tremorsense 60 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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

False Appearance. While the golem remains motionless, it is indistinguishable from an ordinary stone henge.

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

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

Weak Spot. Attacks that target the golem's back bypass its damage resistances. Unless a creature attacks from a suitably high vantage point or climbs onto the golem's back, the golem has three-quarters cover against attacks that target its back. Additionally, the golem cannot target or attack a creature as long as it remains on the golem's back.

Actions

Multiattack. The golem makes three slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target on the ground within range. Hit: 19 (2d12 + 6) bludgeoning damage, and the target must succeed a DC 17 Strength saving throw or fall prone.

Bones of the Earth (Recharge 5–6). The golem can mimic the effects of the bones of the earth spell by thrusting up to 6 of its stone legs into the earth. The golem targets one or more creatures it can sense within 60 feet of it. Each target must make a DC 17 Dexterity saving throw. On a failed save, the creature is lifted up to 30 feet in the air by a stone pillar emerging from the ground.

Description

The others began making camp, glad to have found a safe spot in the forest, but something about the stone circle seemed off... By the time I noticed the webs netting the canopy, our fighter was already pinned to the ground by a two-ton stone menhir.

— Hadrian Briarthorn

When a circle of ordinary standing stones is awakened by powerful evil, it can animate into a henge golem, resembling a huge stone spider. Like other golems, they are nearly impervious to spells and ordinary weapons.

Guardians of Desecration. Henge golems are sometimes raised by those who have desecrated hallowed ground, such as a druid's circle, and wish to protect the area from reconsecration. Henge golems never travel far from their birthplace and can lie dormant for centuries. When it senses one or more Good creatures approach the henge, the menhirs animate like huge, arched spider's legs and the golem attacks. 

Alpha Spiders. Giant spiders are drawn to the henge golem's evil aura and spider-like form. These spiders will fight to the death in the golem's defense, crawling over its hulking form to engage combatants that climb onto its unprotected back. The golem uses its bones of the earth attack to thrust troublesome foes into the webbing above for the spiders to dispatch.

Monster Tags: construct

Habitat: ForestGrasslandHillMountainUnderdark

JadeRavens

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