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 or other magical effects.
Magic Weapons. The golem's attacks are magical, even within the area of an antimagic field.
Unstable Antimagic. The golem is surrounded by a 30-foot radius of antimagic, as in the antimagic field spell. At the start of each of the golem's turns or when the golem's Adamantine Plating trait turns a critical hit into a normal hit, roll a d6. On a 1 or a 2, the antimagic field is disabled until the start of the golem's next turn.
While the golem's antimagic field is disabled, it absorbs the power of any magic cast upon it. Any spell of 1st level or higher that targets the golem or includes the golem in its area of effect is absorbed in this way. When the antimagic field is enabled again, the golem first releases a burst of force. Each creature within 30 feet of the golem must make a DC 23 Dexterity Saving throw. A creature takes forces damage equal to 1d8 per slot level absorbed on a failed saved, or half as much damage on a successful one.
Adamantine Plating. Any critical hit against the golem becomes a normal hit.
Multiattack. The golem makes two melee attacks and one uses its stomp once.
Punt. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) [bludgeoning] damage, and the target must succeed on a DC 23 Strength Saving Throw or be pushed 10 feet away from the golem and knocked prone.
Slam. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) [bludgeoning] damage
Stomp. The golem jumps a few feet into the air before stomping back down, releasing a shockwave. An area of ground extending 10 feet from the golem become difficult terrain, and each creature within the area must make a DC 23 Dexterity Saving Throw. A creature takes 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. If the ground the creature was standing on was already difficult terrain before the golem stomped, the damage roll is increased to 33 (6d10) for that creature, as the rubble further bludgeons them.
The golem can take 3 Legendary Actions, choosing from the options below. Only one Legendary Action option can be used at a time and only at the end of a another creature's turn. The golem regains spent Legendary Actions at the start of its turn.
Attack. The golem makes one attack.
Detect. The golem makes a Wisdom (Perception) check.
Jumping Strike (Costs 3 Actions). The golem jumps to a point within 15 feet of it without provoking opportunity attacks, causing the same effect as its Stomp action at its destination.
Description
This monster is an edited version of the creation of u/Jonoman3000 on r/Unearthed Arcana by the same name.
I have edited it so that the Unstable Antimagic ability will trigger more often, and I added the Adamantine Plating ability, which also serves to active Unstable Antimagic more often on top of crit immunity.
Previous Versions
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10/26/2022 6:14:49 AM
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Coming Soon
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