Huge Construct, Neutral
AC 23 Natural Armor    Initiative +2 (12)
HP 270 (20d12 + 140)
Speed 30 ft.
Mod Save
STR 28 +9 +17
DEX 15 +2 +2
CON 27 +8 +8
Mod Save
INT 8 -1 -1
WIS 13 +1 +9
CHA 3 -4 +4
Skills Athletics +17, Intimidation +12, Perception +9
Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120ft, Passive Perception 19
Languages All that its creator knows
CR 26 (XP 90,000; PB +8)
Traits

Immutable Form. The golem is immune to any spell or magic 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, even within an area of a antimagic field.

Unstable Antimagic. The golem is surrounded by a 30ft radius area of an antimagic field. At the start of each the golem's turns, roll a 1d6. On a 1, the antimagic field is unactive until the start of the golem's next turn. When the antimagic field is unactive, the golem absorbs power from any magic cast upon it. Any spell of 1st level or higher that targets the golem or includes the golem in its area of effect is absorbed in this way. When the antimagic field becomes enabled again, the golem releases a burst of force. Each creature within 30ft of it must make a DC23 Dexterity saving throw. A creature takes force damage equal to 1d8 per spell slot absorbed on a failed save, or half as much on a successful one.

Actions

Multiattack. The golem makes two melee attacks and uses its stomp once.

Punt. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) [bludgeoning] damage, and the target must succeed on a DC23 Strength saving throw or be pushed 10ft away from the golem and be knocked prone.

Slam. Melee Weapon Attack: +17 to hit, range 10 ft., one target. Hit: 25 (3d10 + 9) [bludgeoning] damage.

Stomp. The golem jumps up a few feet into the air before stomping back down, releasing a shockwave. An area of ground extending 10 feet out from the golem becomes difficult terrain, and each creature within the area must make a DC23 Dexterity saving throw. A creature takes 22 (4d10) bludgeoning damage on a failed save or half as much on a success. If the ground beneath the golem is already considered difficult terrain before the golem stomped, the damage roll is increased to 33 (6d10) for that creature, as the loose rubble further bludgeons it.

Reactions

Opportunity attack. The golem makes one of it's attacks against a creature.

Legendary Actions

Attack (Costs 1 Actions). The golem makes one attack.

Detect (Costs 1 Actions). The golem makes a Wisdom (perception) check.

Jumping Strike (Costs 3 Actions). The golem jumps to a point within 15 feet of it without provoking opportunity attacks, causing the same effect as its Stomp action at its destination.

Description

Adamantine golems are near un-paralleled feats of engineering, beyond the skills of all but the most well-learned mortal crafters.

SilentFury2881

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