Large Construct, Unaligned
Armor Class 14 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 20 ft.
STR
20 (+5)
DEX
9 (-1)
CON
18 (+4)
INT
3 (-4)
WIS
8 (-1)
CHA
1 (-5)
Damage Vulnerabilities Slashing
Damage Resistances Bludgeoning, Piercing
Damage Immunities Poison, Psychic
Senses Darkvision 60 ft., Passive Perception 9
Languages Understands the languages of its creator but can't speak
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Fondont Form. Whenever the golem is subjected to fire damage, it gains the following features:

  • It's attacks deal an additional 1d8 fire damage
  • It gains 10ft in movement
  • It can use it's Engulf attack
  • It's AC is reduced to 8

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.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Engulf (Fondont Form Only). The golem moves 5ft into a creature's space. That creature must make a DC 14 Dexterity saving throw.

On a failed save, the creature is partially absorbed by the golem and takes 2d6 fire damage. The creature cannot speak, cannot breathe, is restrained and takes 4d6 fire damage at the start of each of the golem's turns.

An englufed creature can try to escape by making a DC 14 Strength saving throw, falling prone in any available space within 5ft on a success.

The golem can only have two creatures engulfed at any time. While the golem has a creature engulfed, its movement speed is halfed.

Bonus Actions

Stinkbomb (Recharge 4-6). The golem fires a payload of powerful smelling cheese at an area the golem can see within 60ft. On initiative count 20 (losing ties), the payload detonates, filling a 20ft radius with an overwhelming stench. Creatures within the radius must make a DC 15 Constitution saving throw or become poisoned until the end of their next turn. While poisoned this way, affected creatures have their movement speed halved and can only take either an action or bonus action on their turn.

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