Huge Construct, Unaligned
AC 23    Initiative +16 (26)
HP 432 (32d10 + 256)
Speed 25 ft.
Mod Save
STR 30 +10 +10
DEX 10 +0 +0
CON 26 +8 +16
Mod Save
INT 3 -4 -4
WIS 11 +0 +0
CHA 1 -5 -5
Immunities Fire, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Tremorsense 120 ft., Truesight 120 ft., Passive Perception 10
Languages Understands all languages, but cannot speak.
CR 26 (XP 90,000; PB +8)
Traits

Damage Threshold 25. The golem has a damage threshold of 25.  It is immune to all damage unless it takes 25 or more points of damage from a single attack or effect, in which case it takes that entire instance of damage.

Immutable Form. The golem cannot shape-shift.

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

Magic Immunity. The golem is immune to the effects of any spell of 5th level or lower.  If a spell of 5th level or lower would damage the golem, it takes no damage and instead heals 50 hit points.

Actions

Multiattack. The golem uses Adamantine Smash twice.

Adamantine Smash. Melee Attack Roll: +18, reach 10 ft. Hit: 43 (6d10 + 10) Bludgeoning damage plus 27 (5d10) Force damage.  This damage ignores resistances, and is doubed against all structures or objects.

Magnetic Pulse (Recharge 5-6).  Strength Saving Throw: DC 22, each creature in a 60-foot emanation centered on the golem that has metal on their person. Failure: Each target is pulled 30 ft towards the golem and is [Tooltip Not Found] until the end of the golem's next turn. Success: The target is pulled 10 ft towards the golem and its speed is reduced by 10 ft until the end of the golem's next turn.

Adamantine Resonance (1/Day). The golem emits a deep, harmonic resonance that disenchants magical items.  All non-artifact magical items within a 30-foot emanation of the golem lose their magical properties and effects for 10 minutes. If an item is responsible for an ongoing magical effect, that magical effect ends.  After 10 minutes, items regain their magical attributes, but must be reattuned to if the item requires attunement.

Bonus Actions

Empowered Leap (Recharge 5-6). The golem spends 10 ft. of its movement to leap 30 feet in any direction (horizontally, vertically, or a mixture of both).

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature's turn, the golem can expend a use to take one of the following actions. The golem regains all expended uses at the start of each of its turns.

Shattering Step. The golem moves up to its walking speed. Each creature within 5 feet of the golem's path is targeted once by the following effect. Dexterity Saving Throw: DC 22. Failure: The target falls [Tooltip Not Found].  Failure or Success: The golem can't take this action again until the start of its next turn.

Batter. The golem makes one Adamantine Smash attack.

Hurl Debris. The golem tears a chunk of stone or metal and hurls it at its foes. Dexterity Saving Throw: DC 22, each creature within a 10-foot-radius Sphere centered on a point the golem can see within 120 ft. Failure: 45 (10d8) Bludgeoning damage.

Description

An adamantine golem stands around 20 feet tall and weighs about 40 tons due to the incredible density of adamantine.  These golems are divine guardians, as only a deity could will such an amount of adamantine into a single time and place.  Each time it steps, the ground trembles in all directions. Assigned the duties of eternally guarding holy places of divine significance, these golems are eternal, never weathering or wearing down.  They are steadfast in their purpose, never wavering from their assignment.  

Some say that the secret to creating adamantine golems is still inscribed on Tablets of Creation hidden somewhere in the multiverse. However, none have been constructed in this or any recent epoch. If such a creation were to fall into the hands and control of mortal kingdoms, it could determine the balance of geopolitical power struggles.

Habitat: Any

HannibalB

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