Orb Form: Orb Form allows the user to dodge 1 singular attack and allows for easier movement. Disables the user to attack until orb form is deactivated.
Division. The Golem Splits into 5 different golems for each element their health is also divided.
Action Melee Attack. Rock Arm: +2 to hit, reach 10 ft., 2 target. Hit: 14 (1d12 + 2) bludgeoning damage.
Action Ranged Attack. Lightning: +2 to hit, range 10-30 ft., 5 targets max. Hit: 7(1d6 + 1) lightning damage.
Action Melee Attack. Aqua Blade: +2 to hit, reach 10 ft., 2 target. Hit: 11 (1d8 + 3) piercing damage.
Action Ranged Attack. Fire Breath: +2 to hit, range 20 ft., 5 targets max. Hit: # (1d6 + 3) fire damage. Plus, a burned status
Action Ranged Attack. Air Slash: +2 to hit, range 30 ft., 2 targets max. Hit: 14 (1d12 + 2) slashing damage.
Action Ranged Attack. Orb Launch: +2 to hit, range 10-30 ft., 5 targets max. Hit: 7 (1d4 + 3) bludgeoning damage.
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Description
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Lair and Lair Actions
An abandoned mine that leads into a vast and open underground area with 'lakes' of lava in some areas and of water in others. Near the water you see bioluminescent mushrooms that glow a dim turquoise and near the lava, mossy stalagmites. In the ceiling you see various stalactites and then a large 'boulder'(the Golem) just standing in between the two lakes, ominously.
Lair Actions
On initiative count 18 (losing initiative ties), the golem takes a lair action to cause one of the following effects: the golem can’t use the same effect two rounds in a row:
- The golem slams his arm into the ground, causing stalactites to fall.
- The golem channels electricity through the stalagmites, creating an electrical 'wall'.
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