Large Construct, Chaotic Evil
Armor Class 18 natural
Hit Points 114 (12d8 + 60)
Speed 35 ft.
STR
23 (+6)
DEX
14 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
7 (-2)
CHA
10 (+0)
Saving Throws STR +9, CON +6
Skills Athletics +10, Perception +3
Damage Resistances Acid, Lightning
Damage Immunities Poison, Psychic
Senses Blindsight, Truesight 60 ft., Passive Perception 10
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

 

Death Throes. When the golem is reduced to 0 hit points, its chaotic essence takes the form of a deadly poisonous cloud and goes to engulf the closest creature within 30 feet of it  the target creature must make a DC 16 constitution saving throw. On a failed save, the creature takes 18 (4d8) poison damage and is [Tooltip Not Found] until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t [Tooltip Not Found].

Actions

Multiattack. The golem makes two slam attacks and one chaos Ray attack.

slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 4) bludgeoning damage.

chaos ray. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 8 (3d10 + 3) force damage.

corrupting Breath (Recharge 5–6). The golem exhales a 15-foot cone of shadowy gas. Each creature in that area must make a DC 16 wisdom saving throw. On a failed save, the creature takes 14 (3d8) necrotic damage and descends into madness  On a successful save, the creature takes half as much damage, doesn’t become mad, and is immune to this attack for  24 hours.`

 

thisguy26

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