Armor Class
14
natural armor
Hit Points
90
(12d10 + 24)
Speed
20 ft.
STR
20
(+5)
DEX
9
(-1)
CON
18
(+4)
INT
3
(-4)
WIS
8
(-1)
CHA
1
(-5)
Saving Throws
STR +8
Damage Vulnerabilities
Thunder
Damage Resistances
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Lightning, Poison
Condition Immunities
Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses
Darkvision 60 ft., Passive Perception 9
Languages
understands the languages of it's creator but can't speak
Challenge
5 (1,800 XP)
Proficiency Bonus
+3
Traits
Magic Resistance. The Golem has advantage on saving throws against spells and other magical effects
Actions
Multiattack. The Golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Discharge (Recharge 4–6). Each creature in a 5 foot radius around the Golem must make a DC 14 Con saving throw. On a failure, a target takes 13 (3d8) lightning damage and is stunned for 1 round.
If the saving throw is successful, the target takes half the lightning and isn't stunned.
Description
An electrically charged construct of tremendous power. Is left behind to guard abandoned ruins and ancient secrets.
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