Gargantuan Construct, Unaligned
Armor Class 18 Natural Armor
Hit Points 420 (27d20 + 135)
Speed 50 ft.
STR
30 (+10)
DEX
8 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +18, CON +13
Skills Stealth +5
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120, Passive Perception 11
Languages understands the languages of its creator
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Immutable Form: The Castle Golem is immune to any spell or effect that would alter its form.

Magical Resistance: The Castle Golem has advantage on saving throws against spells and other magical effects.

Siege Monster: The Castle Golem does double damage to objects and structures.

False Appearance. While the Castle Golem remains motionless, it is indistinguishable from a large keep or castle (+5 to stealth checks)

Actions

Multiattack: The Castle Golem can use its both its Fling and Slam attacks.

Fling: Ranged Weapon Attack +16 to hit, range 60/180 ft., one target. Hit: 55 (10d10) bludgeoning damage. If the target is a creature, it must succeed on a DC20 Strength saving throw or be knocked prone.

Slam: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 75 (12d10+7) bludgeoning damage.

Rock: Ranged Weapon Attack: +16 to hit, range 60/180 ft., one target. Hit: 80 (15d10) bludgeoning damage.

 

 

 

Reactions

Stone Shield: When the Castle Golem is hit by a melee weapon attack, it can use its reaction to deflect the attack. The Castle Golem takes no damage from the attack, and the attacker must succeed on a DC20 Strength saving throw or be knocked prone.

Legendary Actions

The Castle Golem can take 4 legendary actions, choosing from the options below. Only one legendary action may be used at a time and at the end of another creatures turn. The Castle Golem regains 1d4 legendary actions at the start of its turn.

Thunderous Stomp (Costs 1 Action). The Castle Golem slams its foot onto the ground, creating a shockwave the extends out to a radius of 30 feet. Each creature within that area must make a DC 20 Strength saving throw, taking 44 (8d10) thunder damage on a failed save, or half as much damage on a successful one. Any unsecured objects that are in the area of effect are automatically pushed 10 feet away from the Castle Golem.


Shove (Costs 2 Actions). The Castle Golem moves up to half its movement speed and makes one Slam attack against a creature it moves adjacent to.

Rock Throw (Costs 2 Actions). The Castle Golem hurls a rock at a point it can see within 60 feet of it. Each creature within 10 feet of that point must make a DC20 Dexterity saving throw, taking 44(8d10) bludgeoning damage on a failed save, or half as much on a successful one.

Description

The Castle Golem is a massive construct created from rough-hewn blocks of granite and bound together with powerful magic. It stands over 200 feet tall and weighs several tons. Its exterior is rough and uneven, with large cracks and chips running along its stony surface. Despites its immense size, the Castle Golem moves with surprising grace and agility. Its eyes glow with a faint blue light, and it emits a low rumbling growl as it moves. Up to 15 small to medium creatures can enter the tower that makes up its spine through a large archway near the base of the creature . Inside the tower, there are 3 floors, with an interior staircase leading up to each one. The first floor has arrow slits and a portcullis that can be raised or lowered to block the archway. The second floor is in the form of a large bed chamber, and the third has a battlement fitted with a ballistae and other ranged weapons.

Lair and Lair Actions

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
5/1/2023 1:09:05 PM
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1
0.1
Coming Soon

Monster Tags: construct

Habitat: DesertForestGrasslandHillUnderdark

_Nehemiah_

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