Huge Construct, Unaligned
Armor Class 24 (natural armor)
Hit Points 495 (30d12 + 300)
Speed 30 ft.
STR
30 (+10)
DEX
9 (-1)
CON
30 (+10)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Saving Throws STR +17, CON +17
Damage Immunities Cold, Fire, Lightning, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Conductive Body. Whenever the golem is subjected to lightning damage, it takes no damage. Instead, its weapon attacks deal an extra 22 (4d10) lightning damage until the end of its next turn. Also until the end of the golem’s next turn, any creature that touches it or hits it with a melee attack while within 10 feet of it takes 22 (4d10) lightning damage.

Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Super Heated. Whenever the golem is subjected to cold damage, it takes no damage. Instead, the golem releases a wave of intense heat in a 20-foot radius sphere centered on itself. All creatures within this area must make a DC 25 Constitution saving throw or take 21 (6d6) fire damage, or half as much on a successful one.

Limited Magic Immunity. The golem can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Crushing Trample. The golem can move through the space of a creature that is medium or smaller. A creature whose space the golem enters for the first time on a turn must make a DC 25 Dexterity saving throw, taking 88 (16d10) bludgeoning damage on a failed save, or half as much on a successful one.

Siege Monster. The golem deals double damage to objects and structures.

Adamantine Plating. Any critical hit against the golem becomes a normal hit.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two melee attacks.

Slam. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 43 (6d10 + 10) bludgeoning damage.

Stomp. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 54 (8d10 + 10) bludgeoning damage.

Paralyzing Breath (Recharge 6). The golem exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 25 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Description

An adamantine golem, sometimes called an adamantite golem, is a huge and extraordinarily powerful construct of unmatched strength.

Adamantine golems generally look similar to iron golems, but are more ornate, and gleam as adamantine would. These golems stand around 30 feet tall, and weigh around 32,000 pounds.

These constructs do not and can not speak, and also don't have a scent. They seem to move quite slow for their size, but their mighty stomp causes the ground to shake, which can be felt up to 100 feet away.

Adamantine golems are often impossible to beat in combat. Getting too near to such constructs would cause the combatants to be stomped, instantly killing all but the most skilled adventurers. The constructs were almost completely immune to magical and supernatural effects, making attacking safely from range nearly impossible.

Previous Versions

Name Date Modified Views Adds Version Actions
3/7/2022 10:43:29 PM
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1.8
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11/28/2023 12:49:24 AM
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3
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Marzrack

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