Large Construct, Chaotic Evil
Armor Class 12 Natural Armor
Hit Points 210 (20d10 + 100)
Speed 30 ft.
STR
20 (+5)
DEX
9 (-1)
CON
20 (+5)
INT
7 (-2)
WIS
10 (+0)
CHA
5 (-3)
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Lightning, Poison
Senses Darkvision 60 ft, Passive Perception 10
Languages Common Languages understands the languages of its creator but can't speak
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Berserk. Whenever the golem starts its turn with 50 hit points or fewer the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

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

Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem’s weapon attacks are magical.

Storm Charges. The golem’s gains storm charges with actions or when he gets hit by a lightning attack. He can spend charges for specific actions and reactions.

Actions

Multiattack. The golem makes two slam attacks or a charge option.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Thunder Step(1 Charge). Cast this spell at 3rd level, with the difference, that the damage is done at the arrival area instead of the starting area and the golem can only teleport himself.

Discharge (2 Charges). The golem shoots a ray of lightning in a 80 foot line. Every creature in its path makes a Dexterity saving throw, taking 6d8 lightning damage of a failed save, or half as much damage on a successful one.

Thunderstorm (3 Charges). The golem casts Call Lightning with a range of 120 feet above him at 3rd level. Instead of using it with an action, the storm automatically sends a bolt at the end of the golems turn to a random creature (golem included).

Reactions

Storm Shield (1 Charge). The golem gains  10 Temporary HP. If hit in melee, the attacker suffers 2d8 lightning damage as long as the tHP remain

Legendary Actions

The Fiendish Storm Golem has 3 Legendary Actions

Slam (1 Actions). The Golem makes a slam Attack

Charge (2 Actions). The Golem gain 1-2 Storm charges

Storm Attack (3 Actions). The golem uses Discharge or Thunderstorm (needs charges to use them)

 

Description

This fiendish flesh golem is particularly big, made of stitched-together body parts from demons and worshipper of the Stormlord. Screams of agony and laments of anguish from dozen of worshippers  mixed with demons crazed laughters wail from this abomination.

Lair and Lair Actions

On the storm balcony, the legendary hammer Stormhowl rests. Now misused by the demons for their incursion, the hammer is connected to this golem abomination.

Lair Actions

On initiative count 20 (losing initiative ties), the hammer shoots a ray of lightning with 3d6 lightning damage at the golem. The ray can be intercepted by standing between the hammer and the golem, taking the damage but preventing the golem to be healed and getting a charge.

Monster Tags: constructfiend

Dovolan

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