Large Construct, Any Lawful Alignment
Armor Class 16 (natural armor)
Hit Points 125 (7d10 + 80)
Speed 45 ft., Fly 10 ft. Flying speed is subtracted from walking speed when used, it cannot be used if there is no walking speed remaining to be subtracted from.
STR
10 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
4 (-3)
WIS
6 (-2)
CHA
2 (-4)
Damage Immunities Poison, Psychic
Senses Darkvision 60 ft., Passive Perception 9
Languages Understands the languages of its creator but can't speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Thunder Resistance. The golem is resistant to thunder damage.

Immutable Form. The golem is immune to any spell or effect that would alter its form, unless cast by its creator.

Lofty. The golem is not affected by rough terrain, or any effect that requires it to be on the ground, and it cannot be knocked prone.

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

Inorganic Nature. The golem is immune to disease and poison.

Magic Weapons. The golem’s attacks are magical.

Elemental Sturdiness. If the golem is reduced to 0 hit points, it enters an unactive state for 10 minutes. If it is healed before the end of the 10 minutes, it becomes active again. If it takes damage before the end of the 10 minutes, it must make a DC 15 constitution saving throw, or die.

Elemental Burst. On death, the golem crumbles into inert clay. The crystal embedded in its body explodes, dealing 2d4 force damage and 2d4 thunder damage to everything within 10ft of it. Every creature within 10ft of it must make a DC 15 strength saving throw. On a success, they are pushed back 5ft. On a fail, they are pushed back 10ft and are knocked prone. The crystal is completely destroyed in this process.

Actions

Punch. The golem makes an unarmed melee attack, +2 to hit, on a hit, it deals 1d4+2 bludgeoning damage.

Slam. The golem makes an unarmed melee attack, +2 to hit, on a hit, it deals 1d4+2 bludgeoning damage and 1d4+2 fire damage to the target, and deals 1d4+2 bludgeoning damage to the golem. The target must make a DC 17 strength check, or be knocked prone.

Thunderclap. The golem makes a thunderous boom, each creature within 5ft of it must succeed a DC 16 constitution saving throw, or take 1d6 thunder damage.

Gust. The golem creates a strong wind in a 5ft wide, 15ft long beam. Each creature caught in the wind must succeed a DC 16 strength saving throw, or be pushed back 10ft. If a creature is pushed into another creature or a wall, it takes 1d4 bludgeoning damage.

Monster Tags: construct

Xarren_the_windmaster

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