Huge Construct, Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 178 (20d10 + 153)
Speed 15 ft., Zakum is able to Hover up to 15ft, anytime Zakum lands creatures Make DEX Save DC 17 or fall Prone
STR
22 (+6)
DEX
8 (-1)
CON
20 (+5)
INT
4 (-3)
WIS
16 (+3)
CHA
1 (-5)
Saving Throws STR +11, CON +10, WIS +8
Damage Vulnerabilities Force, Radiant, Thunder
Damage Resistances All damage but Force, Radiant, and Psychic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Truesight 180ft, Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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 eight slam attacks. individually

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Slow (Recharge 5–6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Zakum can cast Counterspell Unlimited times but only once during a round

Legendary Actions

Zakum has 3 legendary actions per round

1 Legendary action:
Slam Attack:
2 attack
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

2 Legendary Actions:
Summon Undead: Zakum can summon up to 1d8 zombies or skeletons within 30 ft around itself

3 Legendary Actions: (can only use this once every 2 rounds)

Negative Energy Flood: You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it.

 

 

Description

Zakum is a magical rock construct shaped and chiseled from stone to appear as tall, impressive statues with eight arms.  created by those who he later turned into his undead worshipers to gain power deep within the mountains very much underground though his dark energy can be felt on the surface

Lair and Lair Actions

If Zakum gets destroyed, Zakum's Lair that is surrounded by Lava begins to fill up and players have

Monster Tags: undeadconstruct

Habitat: Mountain

DanteLee

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