Large Construct, Unaligned
Armor Class 16 (natural armor)
Hit Points 10 (1d10 + 5)
Speed 30 ft.
STR
18 (+4)
DEX
8 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
10 (+0)
CHA
2 (-4)
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 1 (200 XP)
Proficiency Bonus +2
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.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Slow (Recharge 5–6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 12 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Description

Beachrock golems are magical constructs cobbled together by magic from beach rocks to appear as a tall, wobbly humanoid. Like other golems, they are nearly impervious to spells and ordinary weapons.

Because of their temporary, improvised nature, beachrock golems can be knocked and pulled apart much easier than other golems. 

On a critical hit, a Beachrock golem will smash apart into its individual rocks.

A successful Strength test against the Beachrock golem will allow a creature to "rip" off one of the individual stones and cause the golem to crumble.  

JermiMartxi

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