Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
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.
Multiattack. The golem makes two melee attacks.
Metal Headbutt: Melee Weapon Attack: Attack Roll: +X to hit (adjust based on monster's proficiency bonus and relevant ability modifier).Reach: 5 ft.Target: One creature Hit: 2d8 + X bludgeoning damage plus 2d6 + X force damage.
Effect Description:The Ancient Golem lowers its head and strikes with its solid metallic skull, delivering a heavy blow that reverberates slightly on impact
Shocking Sword: Melee Weapon Attack:Attack Roll: +X to hit (adjust based on monster's proficiency bonus and relevant ability modifier). Reach: 3 ft.Target: One target. Hit: 3d10 + X slashing damage plus 2d10 lightning damage. Arcing Strike (Recharge 5–6): On a hit, the lightning jumps to up to two creatures within 10 ft. of the original target. These creatures must make a Dexterity saving throw (DC X) or take 2d10 lightning damage, If the target is wearing metal armor or carrying a metal weapon, the golem has advantage on the next attacking roll
Effect Description:The golem’s massive blade hums with electrical energy, sparking wildly as it cleaves through its target. The lightning arcs from the blade, searing the air and electrifying anything in its path.
Ancient Blast: Ranged Weapon Attack: Attack Roll: +X to hit (adjust based on monster's proficiency bonus and relevant ability modifier). Range: 120 ft. (line or sphere, choose based on your vision). Target: One creature or object within range. Hit: 4d10 + X (adjust based on ability modifier) force damage Targets in a 5 ft. line behind the initial target must make a Dexterity saving throw (DC X). On a failed save, they take half the damage dealt to the initial target(if Overloaded the targets in the 5ft have to also make a Constitution saving throw or be pushed back 10 ft and falled prone) Overload (Recharge 5–6): If the golem sacrifices its next turn, it can double the damage dice (8d10) for the Ancient Blast. Targets hit by the Overloaded Blast must also succeed on a Strength saving throw (DC X) or be pushed back 15 ft. and knocked prone The area within a 5 ft. radius of the impact becomes difficult terrain for 1 minute an unstable energy messes with the ground (If Overloaded the radius is 10 ft) this attack can only be used again after 2 turns have passed, after the golem has already done the attack
Effect Description:The golem transforms its arm into a glowing cannon of ancient energy. It channels a concentrated blast of pure force energy, creating an audible hum that builds up before release. The blast strikes with destructive precision, leaving behind a faint shimmering residue
Description
These Golems were made by ancient Thri-kreen to protect and serve their people in ancient times, now they live in the ruins of their ancient masters fallen cities to protect them from thieves, robbers, and knowledge seeking archaeologists. The golems have also bin seen cutting vines, moss, and other plant matter from the buildings of the ruins as well. (Btw I didn't how to unbold my text and I didn't feel like Wrighting all over again so yeah)
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