AC 23 Natural    Initiative +9 (19)
HP 300 (30d10 + 120)
Speed 30 ft.
Mod Save
STR 30 +10 +10
DEX 10 +0 +0
CON 20 +5 +5
Mod Save
INT 5 −3 −3
WIS 11 +0 +0
CHA 1 −5 −5
Resistances Cold, Lightning
Immunities Acid, Fire, Poison, Psychic, Thunder; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Gear Plate Armor, +3 (Built into it's body), Greatsword, +3
Senses Darkvision 120 ft.; Passive Perception 10
Languages Understands Common plus two other languages but can’t speak
CR 20 (XP 25,000; PB +6)
Traits

Elemental Absorption. Whenever the golem is subjected to Fire, Thunder, Lightning, Acid, Poison, or Cold damage, it regains a number of Hit Points equal to the Elemental damage dealt.

Elemental Switch. The golem can switch the damage types of it's elemental damage dealing attacks to a different element at will.

Immutable Form. The golem can’t shape-shift or be affected by any ability that would change it's form.

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

Base Destroyer. Tremor Slam and Charging Punch deals 4x damage against structures and non-magical inanimate objects.

Actions

Multiattack. The golem makes three attacks, using Bladed Arm, Charging Punch, or Fiery Bolt in any combination.

Bladed Arm. Melee Attack Roll: +18, reach 10 ft. Hit: 26 (3d8 + 13) Slashing damage plus 10 (3d6) Fire damage.

Fiery Bolt. Ranged Attack Roll: +10, range 120 ft. Hit: 36 (8d8) Fire damage.

Charging Punch. If there is an enemy the golem can see, then it can take a dash action towards the enemy (ignoring all reductions to movement speed) and make an unarmed strike at it. If it moves at least 10 feet in a straight line immediately before the attack hits, then the golem may choose to add damage (equal to it's strength modifier) or knockback the target 10ft.

Unarmed Strike. Melee Attack Roll: +10, reach 10 ft. Hit: 10 (10) Bludgeoning damage plus 10 (3d6) Fire damage.

Poison Breath (Recharge 4-6). Constitution Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 55 (10d10) Poison damage and the target is Poisoned. Creatures affected can reroll the save at the end of their turn to end the poison. Success: Half damage.

Bonus Actions

Tremor Slam. (Recharge 4-6)The golem slams the ground, creating a large tremor that sends the surrounding earth up into spikes. Dexterity Saving Throw: DC 21, each creature in a 30-foot Radius. Failure: 55 (10d10) Piercing damage and the target is knocked prone and stunned until the end of it's next turn. Success: Half damage.

Reactions

Warp. If the golem is aware of an enemy, but it is out of range of it's attacks, it can warp the enemy towards it if it is within 500ft. The enemy appears in the nearest unoccupied space next to the golem if it does this.

Description

In his last days before his journey through time, Vashtorr the Arkifane (as he would later be known as in the land of Whisperstone), found an ancient stronghold with the curious ability to leap through time. The previous strongholds visited all went into the past, and within each, lied the remnants of a prototype for a special type of destructive war engine. These were known as the ... (ellipses) golems, massive colossuses that all were created by an ancient precursor civilization (presumably the same civilization that built the strongholds themselves). The last stronghold visited however, was quite curious. It was much farther ahead in time than all the rest, with special metal golems that he dubbed the "Automata". They were smaller, made of enchanted metals and runes, and came in a large horde, unlike all the previous golems which were gargantuan, lumbering, hulking constructs of enchanted stone. Within the deepest depths of this stronghold however, He found blueprints of a prototype for a perfect war machine, a machine strong enough to fight alone. Quality over quantity, but not in the way all the previous machines were. The Automata were individually weak relative to the larger old models, but came in a group and used a number's advantage. This prototype would be one machine, to rule them all. Vashtorr immediately read it and drafted plans to build it for himself and complete what the ancients began. But, he disappeared into the mists of time after his battle with the void king, never to be seen again. The book (and his plans) appeared within a church, and the high priest of the church (Lodge) decided to construct it using his own mastery over the alchemical arts. And so, ...... (6 ellipsis, named in honor of all those who came before it) was created, as a guardian to stand with the party of heroes against the coming end times. It was upgraded over it's original design within the blueprints (the blueprints are the original iron golem stat block) and granted some extra upgrades.

Previous Versions

Name Date Modified Views Adds Version Actions
10/22/2025 6:17:13 PM
3
1
1
Coming Soon
10/22/2025 6:26:59 PM
3
1
1.1
Coming Soon
10/24/2025 7:43:05 PM
8
1
1.2
Coming Soon

Monster Tags: construct

Habitat: Any

PIGsWorld

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