Large Undead (Frost Giant), Any Alignment
Armor Class 14
Hit Points 93 (93d10 + 33)
Speed 40 ft., Terraign is no problem for it.
STR
18 (+4)
DEX
12 (+1)
CON
17 (+3)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Saving Throws STR +7, CON +6, WIS +3
Skills Athletics +7
Damage Immunities Bludgeoning, Necrotic, Poison, Psychic, Slashing
Senses Darkvision 60, Passive Perception 10
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Magic Resistance. The Golem has advantage on saving throws it makes against spells and other magical effects, and spell attacks made against the Golem have disadvantage on the attack roll. It is immune to any spell or effect that would alter it's form.

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

Actions

Multiattack. The Golem makes two attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 15 (2d10 + 4) slashing damage. 

Ribcage Prison. The Golem makes one claw attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the claws damage, the grapple ends, and it is trapped within the golem's ribcage. While trapped in this way, the creature is restrained, the golem can't target it with attacks, and it takes 14 (4d6) piercing damage at the start of each of the Golem's turns. The golem can only have one creature trapped in this way at a time. It can use it's action to release a trapped creature.  If the golem takes 20 or more points of damage on a single turn from a creature inside it's ribcage, that creature is freed, and falls prone  in a space 5 feet in front of it,. If the Golem is destroyed, a trapped creature is no longer restrained by it and can escape from the remains by using 10 feet of movement, exiting prone.

Necrotic Pulse (Recharge 5-6 turns). The Golem pulses with Necrotic energy. Each creature within 10 feet of it must make a DC 14 CON saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one. The Golem then gains temporary hit points equal to 5 times the number of creatures that failed the saving throw. A creature trapped inside it's ribcage has disadvantage on saving throws.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Puncake_Noah

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