Legendary Resistance (6/Day). If the golem fails a saving throw, it can choose to succeed instead.
Immolation.When the golem hits 0 hit points each creature in a 5280ft/1mile radius makes a Dc 19 dex saving throw Taking 22d6+20 fire damage and an additional 80 force damage on successful take half damage if you drop to 0hit pointsin the blat you become nothing more than scattered particals.
Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Electricity Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead can move for an additional time.
Immutable Form. The golem is immune to any spell or effect that would alter its form including wish.
Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 7th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Adamantium Weapons. The golem's weapon attacks are considered made of adamantium dealing critical damage to structures.
Immune to critical hits. It only takes regular damage from critical strikes
Multiattack. The golem makes two melee attacks.
Disintegrate. Ranged Magic Attack: +14 to hit range 160ft area of effect sphere 30ft 15d10+40 necrotic damage Dc 18 Con save on successful half damage if creature reaches zero hit points they become a fine grey dust
Forge Blade. Melee Weapon Attack: +18 to hit range 20ft 10d10 slashing damage +35 fire damage.
Eyebeam(Recharge 6).Ranged Weapon Attack: +10 to hit, reach 150ft., in a cone 30ft wide. Hit: 62 (6d8 + 30) necrotic damage creature makes a Dc 19 con save or becomes petrified.
Unarmed strike. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 64 (12d8 + 10) bludgeoning damage creature makes a Dc 16 con save or becomes incapacitated.
Poison Breath (Recharge 5-6). The golem exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
Frightful Presence. Each creature of the Golem's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Golem is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Golems Frightful Presence for the next 24 hours.
Magic Release. The golem releases a spell that has been stored it can only store six if you absorb more remove one or you can´t absorb it.
Absorbe spell. The golem absorbs a spell up to a spell using a 9th-level spell slot and then can store up to six spells and use a bonus action to use them.
The golem can take 6 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The golem regains spent legendary actions at the start of its turn.
Blinding Gaze (Costs 3 Actions). The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Disrupt Life (Costs 3 Actions). Each non-undead or construct creature within 50 feet of the golem must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed to save, or half as much damage on a successful one.
Pysmic Shield (Costs 2 Actions). The golem creates a shimmering, magical field around itself. They gain a +2 bonus to AC until the end of the golem's next turn.
The golem can take 3 mythic actions, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature's turn. The golem regains spent mythic actions at the start of its turn.
Resurgence(Cost 1 Action). The golem makes one more attack action
Overdrive(Cost 1 Action). the golem gains a plus 10ft movement and can make one more melee attack each multi-attack then after three turns it can't move for one turn.
Description
Is considered Cr 36
Previous Versions
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3/30/2023 2:07:56 AM
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4/3/2023 5:39:28 AM
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Kinda confusing layout and for a bunch of it you didnt include the damage type. But fun monster so cool
Iron Golem on crack