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.
Primordial Mechanics. The golems attacks require 1 action to prepare, wherein the Golem will be prone.
Collosal Footsteps. If the Golem moves into the space of another creature of medium or lower size, they must make a DC 5 Dexterity Saving throw or be crushed taking 100 bludgeoning damage, and be knocked prone until they or the Golem are no longer within eachothers space.
Swirling Mortar. Ranged Weapon Attack. Range: 50/200 ft. +9 to hit, [rollable](4d20+20) Fire Damage. 20 ft radius surrounding the point hit by mortar becomes difficult terrain for 5 rounds, creatures within the terrain while difficult take [rollable](2d6) fire damage Per action taken within it.
Fire Storm. Ranged Weapon Attack. Range: 70 ft radius surrounding. +6 to hit, [rollable](2d10+5) Fire Damage. For the following 5 rounds, movement made by creatures within this radius requires a DC 13 Constitution or Intelligence Check, or they will take [rollable](2d6) fire damage.
Poke. The Golem uses its collosal stone trunk to shove things out of its way. Creatures within 20 feet ahead of the Golem must make a DC 9 Dexterity or Strength Saving throw or be knocked back 20 feet, and take [rollable](2d20+10) bludgeoning damage.
Description
One of the 4 remaining Gargantuan Golems who carry the domains of the old gods on each of their backs. Modeled as great stone elephants carrying bowl-like Earths on their back, each with its own unique control over one of the 4 elements.
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