Gargantuan Construct, Unaligned
Armor Class 26 (Adamantine Plate)
Hit Points 685 (34d20 + 350)
Speed 50 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
3 (-4)
WIS
3 (-4)
CHA
3 (-4)
Saving Throws INT +5, WIS +5, CHA +5
Damage Immunities Fire, Lightning, Poison; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 120 ft., Passive Perception 10
Languages Any language spoken by its owner, but cannot speak.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/Day). If the Vonindod fails a saving throw, it can choose to succeed instead.

Elemental Absorption. Whenever Vonindod is subjected to fire or lightning damage, it takes no damage and instead regains a number of hit points equal to the damage dealt.

Immutable Form. Vonindod 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.

Reflective Armor. Any time Vonindod is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Vonindod is unaffected. On a 6, the Vonindod is unaffected, and the effect is reflected back at the caster as though it originated from the Vonindod, turning the caster into the target.

Adamantine Body. Vonindod deals double damage to objects and structures.

Magic Weapons. Vonindod's weapon attacks are magical.

Actions

Multiattack. Vonindod makes two melee attacks with its greatsword.

Greatsword. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 36 (4d12+10) slashing damage. If attacking a creature smaller than Gargantuan, all other creatures within 20 ft of target must make a DC 21 dexterity saving throw or take the damage as well.

Slam. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 20 (4d10+10) bludgeoning damage. If attacking a creature smaller than huge, all other creatures within 10 ft of the target,  must make a DC 21 dexterity saving throw or take the damage as well.

Harpoon. Ranged Weapon Attack: + 10 to hit, reach 120 ft., one target. Hit: 25 (5d10) piercing damage. A creature who is hit with this must make a DC 21 strength saving throw or be pulled in to Vonindod's melee range, and is unable to leave. The creature can make a new saving throw at the beginning of each of its turns, freeing itself on a successful one.

Disintegration Ray. Vonindod fires a ray in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) force damage on a failed save, or half as much damage on a successful one.

Frightful Presence. Each creature Vonindod's choice within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Vonindod is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Vonindod's Frightful Presence for the next 24 hours.

Legendary Actions

Vonindod can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Vonindod regains spent legendary actions at the start of its turn.

Attack. Vonindod makes a Melee Weapon Attack.

Harpoon. Vonindod uses its Harpoon attack.

Move. Vonindod moves up to half its speed.

Disintegration Ray (Costs 2 Actions). Vonindod uses its Disintegration Ray.

Grapple (Costs 2 Actions). Vonindod attempts to grapple a creature.

Description

Vonindod, meaning "titan of death" in Giant, was destroyed during the ancient battles between dragons and giants. Pieces of it were lost during the battle and the remainder was at least partially dismantled and scattered throughout the North. It was not until an ambitious fire giant named Duke Zalto that any attempt was made to re-assemble the pieces of the construct. He sent many of his minions out into the North to seek the remaining pieces of the Voninod using specially created the rods of Vonindod to act as divining rods. He was able to assemble most of the head, torso, one hand, and a forearm, and the greatsword in his ancestral home of Ironslag, but lacked a fire hot enough to rekindle the forge there to continue the work.

Monster Tags: construct

CrypticNC

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