Medium Construct, Neutral
AC 11 Natural Armor    Initiative −2 (8)
HP 127 (15d8 + 60)
Speed 25 ft.
Mod Save
STR 19 +4 +4
DEX 7 −2 −2
CON 18 +4 +4
Mod Save
INT 6 −2 −2
WIS 10 +0 +0
CHA 5 −3 −3
Vulnerabilities Fire
Immunities Cold, 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 5 (XP 1,800; PB +3)
Traits

Aversion to Fire. If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn. Additionally, when using Frigid Bite, it attacks with disadvantage, and Frigid Presence's radius becomes 5ft

Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see, and cannot take legendary actions or the Sinking Bite bonus action. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied.

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

Cold Absorption. Whenever the golem is subjected to Cold damage, it regains a number of Hit Points equal to the Lightning damage dealt.
Additionally, if force-fed a cure for Frigid Woe it becomes [Tooltip Not Found] for one turn, and is no longer berserk if it is currently berserk.

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

Actions

Multiattack. The golem makes two Slam attacks, or one Frigid Bite attack.

Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 4 (1d6) Cold damage.

Frigid Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Cold damage.

Bonus Actions

Sinking Bite. After using Frigid Bite or dashing towards a creature inflicted with frigid woe the golem may sink it's teeth into that creature, they must succeed DC 15 Constitution saving throw or take (1d4) Necrotic damage and inflicting or progressing Frigid Woe by one stage on a failure, taking half as much damage on a success.

Legendary Actions

The golem has 2 legendary actions.

Ice Formation (1). The golem sheds shards of ice, scattering them around the ground, it creates two 5ft areas, Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 Cold damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw, these areas are removed at initiative 20.

Frigid Presence (2). The golem breaths icy spores at a creature within 10ft, they must make a DC 14 Constitution saving throw, taking (1d6) Cold damage and becoming infected with Frigid Woe on a failure.

Habitat: Any

PrismOfFire

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