Armor Class 17 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 30 ft.
STR
22 (+6)
DEX
9 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Saving Throws CON +7
Skills Intimidation −3, Perception +3
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 10
Languages Common, Giant (Giant Foundling Feat)
Challenge 0 (10 XP)
Proficiency Bonus +2
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.

Attacker. The sidekick gains a +2 bonus to all attack rolls.

Actions

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 20 ft., 1 target. Hit: 8 bludgeoning damage. 

Bonus Actions

Strike Of The Giants: Hill Giant. 

You have absorbed primeval magic that gives you an echo of the might of giants.  As a bonus action, you can call on the power of your giant magic to imbue your attacks with additional power. The next time you hit a target with a melee or thrown weapon attack within the next minute, the attack has an additional effect:

Hill Giant. The target takes an extra 1d6 damage of the weapon's type. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

 You can use this bonus action twice, and you regain all expended uses when you finish a long rest.

Sonexsel

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