Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.
Immutable Form: The golem is immune to any spell or effect that would alter its form.
Magic Weapons: The golem's attacks are magical.
Spiked Carapace: A creature who hits the Coral Golem with a Melee attack while within 5 feet of it takes 7(2d6) piercing damage.
Hyper-Photosynthesis: The Coral Golem regains 5 hit points when it starts its turn in direct sunlight,as long as it has at least 1. If it takes radiant damage, it gains the benefits of a Haste spell until the end of its next turn.
Multiattack: The Golem makes two Slam attacks.
Slam: Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target is grappled(Escape DC 19). A creature that begins its turn grappled by the Coral Golem takes 7(2d6) piercing damage. The Coral Golem can grapple two creatures at once.
Ambient Arcana(Recharge 4-6): The Coral Golem casts one of the following spells, requiring no components of any kind. Control Water, Plant Growth or Air Bubble(4th Level). It's spellcasting ability is Wisdom (Save DC 14).
Description
A hulking figure made from vibrant coral with starfish-like hands, it can shape and control nearby water.
Grown, Not Forged: A coral golem takes far longer to create then the more common Iron, or Stone variations seen on dry land. Races such as the Tritons, Merfolk and Sahagin spend decades cultivating the plants from which these constructs are created. This slow process yields great results, as a coral golem is a work of art, as much as function, capable of feats that lesser golems cannot approach.
Underwater Killing Machine: Coral Golems exel at combat, able to fight above and below the waves. They crush, grab, and impale their targets, a brutally simple method. On land their inescapable grip and sharp spikes give them an edge, and in the water their speed dramatically increases, making escape nearly impossible.
The Long Term: A Coral Golem is built to last. While other constructs are often difficult to repair when damaged, all these require are sunlight to fix any damage. In addition, they have great utility beyond combat. Due to their more patient, harmonious natural creation, they contain Druidic energy that can be harnessed for specific spells. These constructs are used to control the tides, enrich harvests, and escort visitors from the surface Kingdoms who lack a way to breath underwater.
-
View User Profile
-
Send Message
Posted Jul 12, 2023Should go without saying, but since I forgot to add it, as a Construct, they don't need to breath, and don't require food or drink.