Medium or Small Construct, Unaligned
AC 14 Natural Armor    Initiative +0 (10)
HP 20 (3d10 + 10)
Speed 20 ft.
Mod Save
STR 16 +3 +9
DEX 9 −1 −1
CON 16 +3 +10
Mod Save
INT 3 −4 −4
WIS 11 +0 +0
CHA 1 −5 −5
Vulnerabilities Force
Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Mundane Attacks; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft.; Passive Perception 10
Languages Understands Common plus two other languages but can’t speak
CR 1 (XP 200; PB +2)
Traits

Immutable Form. The golem can’t shape-shift.

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

Hidden in plane sight. The golem has Advantage on Initiative.

Actions

Multi-Slam. The Swarm makes up to (2) Slam attacks: +3, reach 5 ft. Hit: 4 (1d4 + 3) Bludgeoning damage.

If the Swarm has fewer than half HP, it only makes (1) Slam attack.

Rollout. While the swarm is under the effect of the Roll Action, the Swarm can use its action to impact a creature or object. The Target must make a Dexterity Saving Throw: DC 11, or take (3d6) bludgeoning damage. 

Using this action cancels the Roll Action.

 

Bonus Actions

Roll: The Swarm can tuck and roll effectively turning themselves into little boulders. In doing so, they gain a walking speed of 45 and can roll into enemies dealing bludgeoning damage. This effect ends when the Swarm use a bonus action to cancel the effect or when the Swarm uses the Rollout action.

Habitat: Any

Dotsec

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