Immutable Form: The Wave Echo Golem is immune to any spell or effect that would alter its form.
Magic Resistance: The Wave Echo Golem has advantage on saving throws against spells and other magical effects.
Magic Weapons: The Wave Echo Golem's weapon attacks are magical.
Damage Immunity Mechanism: The Wave Echo Golem takes reduced damage from all sources multiplied, by the ammount of pillars still standing max of 6.
Multiattack: The Wave Echo Golem makes two melee attacks.
Slam: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Radiant retort (Recharge 6): The Wave Echo Golem exhales radiant light in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) radiant damage on a failed save, or half as much damage on a successful one.
The Wave Echo Golem can take 2 legendary actions, choosing from the options below.
Slam Attack: The Wave Echo Golem makes one slam attack.
Iron Grasp (Costs 2 Actions): The Wave Echo Golem targets one creature within 10 feet. The target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15). Until this grapple ends, the target is restrained, and the Iron Golem can’t use its Iron Grasp on another target.
Thundering Stomp (Costs 2 Actions): The Wave Echo Golem stomps the ground, creating a shockwave. Each creature within 15 feet must succeed on a DC 15 Dexterity saving throw or be knocked prone and take 9 (2d8) thunder damage.
Description
The Wave Echo Golem is a massive construct made of iron and stone, standing over 15 feet tall. It has glowing blue runes etched into its body that pulse with magical energy. Its eyes are cold, glowing orbs, and its movements are surprisingly fluid despite its heavy, metallic frame.
The golem's chest features a large, circular rune that serves as its power source, with smaller runes reinforcing its joints. It is immune to many forms of damage and resistant to magical manipulation, making it an incredibly resilient guardian.
In combat, the Wave Echo Golem uses its powerful fists to deliver crushing blows and can exhale a cone of poisonous gas. It also leverages the magical properties of its lair to hinder enemies and bolster its defenses. This formidable construct is a true test of strength and strategy for any adventurer.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Iron Golem takes a lair action to cause one of the following effects:
- Electrified Floor: The floor in a 20-foot square area becomes electrified. Each creature that starts its turn in that area or enters it during its turn must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) lightning damage and become stunned until the start of its next turn.
- Energy Barrier: The Iron Golem targets one pillar, causing it to emit a barrier of force in a 10-foot radius. Any creature other than the Iron Golem that enters the barrier or starts its turn there must make a DC 14 Constitution saving throw, taking 10 (3d6) force damage on a failed save, or half as much damage on a successful one. The barrier lasts until initiative count 20 on the next round.
- Force Wave: The Iron Golem releases a wave of force from the center of the room. Each creature within 20 feet of the golem must make a DC 14 Strength saving throw or be pushed 15 feet away from the golem and knocked prone.
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