Large Construct, Neutral
Armor Class 20 (natural armor)
Hit Points 200 (20d10 + 100)
Speed 15 ft.
STR
24 (+7)
DEX
9 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Radiant
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator, can speak it, however, language is alien to all who hear it
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Enigmatic Immunity. The golem is immune to both Radiant and Necrotic damage.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Weapons. The golem's weapon attacks are considered magical.

Vulnerable Core. A large, glowing blue area on the Golem's nape is its weak point. Striking the golem from behind deals double damage, regardless of damage type.

Actions

Multiattack. The golem makes two melee attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Ancient Hammer. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.

Enigmatic Blast. The golem crouches, and emits a thunderous wave of light in a 30ft radius of itself. Each creature in that area must make a DC 16 Constitution saving throw, taking 25 force damage on a failed save, or half as much damage on a successful one, alongside being pushed 5ft away from the Golem if possible.

Description

A towering, enigmatically engineered Golem of seemingly extraterrestrial origin. However, it arrived on this world long ago- and its sluggish movement and flickering power source belie its undeniable deterioration.

Z_e_a_l_o_u_s

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