| 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 |
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.
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.
Comments