Large Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points 150 (14d10 + 56)
Speed 20 ft.
STR
20 (+5)
DEX
9 (-1)
CON
18 (+4)
INT
3 (-4)
WIS
8 (-1)
CHA
1 (-5)
Damage Immunities Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages Understands the languages of its creator but can't speak
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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

Berserk. Whenever the Big Daddy starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

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

Magic Weapons. The Big Daddy's weapon attacks are magical.

Actions

Multiattack. The big daddy makes two attacks.

Slam. 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 have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

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

Rivet Gun. The Big Daddy has a Rivet gun that deals 1d20+3 piercing damage to natural armor and 2d20 damage on armored foes

Electro Bolt. The Big Daddy's have the ability to use plasmids such as electro bolt that deals 4d12 on a failed Dexterity saving throw and half as much on a successful saving throw and can stun the target on a failed Constitution saving throw.

Description

The Alpha Series Big Daddy was made to be the perfect protector, towering at 7 Feet tall the Big Daddy is outfitted with an armored diving suit and armed with a rivet gun and the ability to use certain magic, the Big Daddy is a formidable foe for the miscreants of society.

TimeTravelingDoofus

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