Large Construct, Unaligned
Armor Class 16 (natural armor)
Hit Points 150 (15d10 + 60)
Speed 30 ft.
STR
22 (+6)
DEX
9 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Damage Resistances Fire
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 12
Languages Understands the languages of its creator but can't speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
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.

Fiery Recharge The golem is resistant to fire damage. When it takes fire damage from a source other than it's own Amber Beam, the number needed to recharge it's Amber Beam is reduced by one for one turn. Alternatively, it can use this charge to deal 2d8 fire damage to creature that strikes it with a melee attack as a reaction.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Amber Beam (Recharge 5–6). The Amber Golem can use the gems in it's eyes to fire powerful blasts of magical energy at targets. These beams cover a 10ft square, and all creatures inside must make a DC 17 Dexterity saving throw or take 4d8 Fire damage (taking half as much damage on a successful save). 

Legendary Actions

Melee attack - Once per round as a legendary action, the amber golem can make one melee attack against a creature it can see within range 

 

Description

Amber golems are magical constructs cut and chiseled from amber to appear as tall, impressive statues. Like other golems, they are nearly impervious to spells and ordinary weapons. They often have a bird-like head, similar to eagles depicted on sarcophagi and effigies. 

McPointNClick

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