Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Weapons. The golem's weapon attacks are both magical and physical.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Adamantine Body: This Automaton's Body has hardened plates, making it immune to non-Adamantine physical Damage. This enhanced armor also causes the construct to take reduced damage from magical attacks. Also, Increases base AC to 22.
War Machine: The massive size and stability of this construct makes it impossible to be knocked prone by any creature that is Large or smaller.
Moradin's Resolve: For every 100HP remaining, the War Machine repairs itself by 10 HP at the start of its turn.
Moradin's Fortitude. Divide this creature's health by 3. The creature has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit point pools are reduced to zero, the creature is killed.
Moradin's Fury. The creature may take one additional turn in each round of combat for each of its hit point pools that have been reduced to zero. The creature determines initiative normally for its first turn, though it gains advantage on the roll.
Multi-Attack: This Construct can attack Twice on its turn, one ranged and one Melee attack
Lightning Fist. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) lightning damage.
Swipe. Melee Weapon Attack: +13 to hit, reach 10 ft., multiple targets. Hit: 23 (3d8 + 7) slashing damage.
Cannon Shot: The construct fires its primary Cannon, +10 to hit, causing 3d8+5 Magical piercing, and 3D6+2 Fire Damage. [Cooldown: 1 Turn]
Tri-Shot Crossbow: As an Action, the Construct fires a series of three arrows. Each Arrow has a +8 to hit, and deals 2d6+5 Piercing damage.
Steady Aim: As a Bonus action, you gain advantage on your next ranged attack.
Stomp (recharge 3 rounds of combat). The golem stomps the ground with such force that it shakes the earth in every direction for 60 feet. Each creature in that area must make a DC 17 Strength saving throw, on a failed save take 2d6+5 Force damage and be knocked prone on a failed save, or half damage on a successful save.
Fire Breath (Recharge 3 rounds of combat). The golem exhales flames in a 20-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
Description
Ancient Dwarven constructed Created for War, its construction long forgotten after its creators were gone.
Previous Versions
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10/26/2024 8:11:26 PM
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