Large Construct, Unaligned
Armor Class 18 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 40 ft.
STR
22 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
3 (-4)
WIS
10 (+0)
CHA
1 (-5)
Saving Throws STR +11, CON +10
Skills Athletics +10
Damage Vulnerabilities Acid, Radiant
Damage Resistances Bludgeoning from non magical attacks
Damage Immunities Fire, Necrotic, Poison, Psychic; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Nightmare. This creature has been enslaved in service to The Insomniac. Its' base stats and immunities have been modified accordingly.

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.

Reflective Armor. Whenever the golem is hit by a spell that requires a ranged attack roll, the spell is reflected back at the caster. The caster must make a Dexterity saving throw with a DC equal to 8 + the golem's proficiency bonus + the golem's Dexterity modifier or take the full damage of the spell.

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 two melee attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Shard Blast (Recharge 5-6). The golem unleashes a blast of crystalline shards in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 32 (4d10 + 10) piercing damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Overbearing - The Crystalline Guardian attempts to pin an enemy beneath its' feet as part of a Slam attack. Only one creature can be pinned at a time.

Crush - Deals {"diceNotation":"2d12","rollType":"damage","rollAction":"Crush"} Bludgeoning damage to a creature currently pinned by the Crystalline Guardian.

Reactions

Adaptive Defenses - If the Crystalline Guardian fails a saving throw, it can choose to gain a +1 to its' AC, or +2 to ALL INT, WIS, and CHA saving throws for the rest of combat. This effect can stack.

Legendary Actions

Legendary Resistance - 1

Erupt. A 30 ft. area ruptures up beneath an enemy, becoming rough terrain. They must succeed a DC 16 DEX saving throw, or take {"diceNotation":"2d8","rollType":"damage","rollAction":"Erupt"} Piercing damage.

 

Mana Burst (Recharge 2). All players within 120 feet of the Crystalline Guardian must make a WIS saving throw, DC 15. On a success, they take 5 psychic damage as they resist the burst.

On a fail, a random spell from the players' spell list of their highest castable tier detonates in front of them. If the spell requires a target, the caster is the target. The spell that detonates is selected randomly by the DM. Players that cannot cast any spells instead take {"diceNotation":"2d8","rollType":"damage","rollAction":"Mana Burst"} psychic and {"diceNotation":"2d6","rollType":"damage","rollAction":"Mana Burst"} force damage as they act as a conduit for the violent energy.

TallyLove

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