Large Construct, Unaligned
Armor Class 20 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 30 ft.
STR
24 (+7)
DEX
9 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Weapons. The golem's weapon attacks are magical.

Unstable Core. The golem was outfitted with an unstable core to increase its combat prowess. However, once the golem is below 100 hit points it has a chance to explode when taking damage. Whenever the golem takes damage roll 1d100, on a 15 or below, the golem explodes, dealing 20d6 radiant damage in a 20 foot radius. Creatures who pass a DC 15 dexterity saving throw take only half damage.

Actions

Multiattack. The golem makes two melee attacks or one melee attack and an energy bolt

Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 5 (1d8) radiant damage.

Energy Bolt. The golem targets a creature within 100 feet of it. That creature must make a DC 15 dexterity saving throw or take 15 (3d8) radiant damage or half as much on a success.

Radiant Beam. (recharge 5-6) The golem unleashes a 5 foot wide, 60 foot long, beam of radiant energy. Creatures caught in the beam must make a DC 15 Dexterity saving throw or take 12d6 radiant damage. They take half as much on a success.

Bonus Actions

Rocket Boot.  (recharge 5-6) The golem gains a fly speed of 90 feet until the end of its turn.

Fenrir_Odinbane

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