Medium Construct, Neutral
AC 18 Plate Mail    Initiative −2 (8)
HP 150 (17d8 + 76)
Speed 30 ft.
Mod Save
STR 19 +4 +4
DEX 9 −1 −1
CON 18 +4 +7
Mod Save
INT 6 −2 −2
WIS 10 +0 +0
CHA 5 −3 −3
Immunities Lightning, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Understands Common plus one other language but can't speak
CR 7 (XP 2,900; PB +3)
Traits

Sentience: Armored Golems are armored flesh golems which retain some of the will and memories of the brains used in their construction. Tortured with only a semblance of life however, Armor Golems seek only to end their torment and fight Recklassly, gaining an advantate on first attack rolls while attacks against them also have advantage.

Resistance: Because armored golems retain some of their will, they do not go beserk and may resist the commads of their creators if they suceed a Charisma Saving throw. The DC for this roll is 8 + the creator's Charisma bonus + the creator's proficiency bonus.

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

Lightning Absorption. Whenever the golem is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.

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

Actions

Multiattack. The golem makes two Slam attacks.

Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 4 (1d8) Lightning damage.

Habitat: Any

Mordenkaiden

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