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.
False Appearance. While the Construct remains motionless, and is buried half way in the ground, it is indistinguishable from an ordinary castle-like structure.
Multiattack. The golem makes two Hammer attacks.
Hammer. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 29 (3d10 + 6) bludgeoning damage.
Balista. Ranged Weapon Attack: +10 to hit, range 300/1,200 ft., up to 3 targets ina 10 ft radius.Hit: 54 (8d10) bludgeoning damage.The golem targets one or more creatures within 10 ft of each other. Each target must make a DC 17 Dexterity saving throw. On a successful save, a target takes half damage.
Description
This Stone Golem Stronghold was made by a group of powerful wizards that specialized in Transmutation magic. This Construct was made to act safe haven for these practicing Mages. Like other, smaller, stone golems these magical constructs are cut and chiseled from stone to appear as tall, impressive statues. Like other golems, they are nearly impervious to spells and ordinary weapons.
Lair and Lair Actions
If a Mage with high skill in Transmutation Magic enters the right shoulder of the Golem and ascends into the Forceglass Bubble, they can attempt to control the Stronghold. To do this they need to cast Awaken & Move Earth at 5th & 6th level. After the ritual is complete the Mage can attune to this Stronghold and move it. The Mage does NOT control the Attacks of the Stronghold, but do become friendly with the Stronghold and can designate 8 other friendly creatures.
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