Huge Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points 210 (20d12 + 80)
Speed 30 ft.
STR
24 (+7)
DEX
10 (+0)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Saving Throws STR +11, CON +9
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 11 (7,200 XP)
Proficiency Bonus +4
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.

Constructed Nature. A golem doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The golem makes two attacks. One slam and one greataxe attack, or two slams. 

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Greataxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

Multiattack.
The golem uses its Malevolent Presence. It then makes two Slam attacks.

Malevolent Presence. Any creature with an Intelligence of 4 or more that is within 30 feet of the golem must succeed on a DC 16 Wisdom saving throw or be charmed by it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, 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 golem's Malevolent Presence for the next 24 hours. A creature charmed in this way fixates on another creature or object that the golem mentally chooses and must, on each of its turns, move as close as it can to that target and use its action to make a melee attack against it. If the golem doesn’t choose a target, the charmed creature can act normally on its turn.

Radiant Breath (Recharge 5);
 The golem exhales a ray of radiant energy in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 31 (7d8) radiant damage on a failed save, or half as much damage on a successful one.

Description

This construct is fashioned from pieces of chardalyn assembled in the form of a duergar golem. The only part of the golem not forged from chardalyn is its heart, an orb of pulsating, radiant energy. Demonic magic suffusing the chardalyn imbues the construct with malevolence. This effect extends outward from it, corrupting other creatures who get too close to the golem. Those affected by the golem’s presence turn their efforts to helping the golem inflict suffering on others.

A chardalyn golem serves the tyrannical will of its creator—a tireless drive and devotion that exceeds its own instinct of self-preservation. Thus, the golem will destroy itself in pursuit of its master’s desires if necessary. Against enemies it can’t reach, it fires a beam of destructive radiance from its grill-like maw.

Kaelhoel

Comments

Posts Quoted:
Reply
Clear All Quotes