Immutable Form. The golem can’t shape-shift.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.
Thermal Transfer. The Clay Colossus's body does not turn to terracotta when hit with fire damage.
Overbearing. When grappling a creature with size medium or less, the golem has advantage and restrains them with a single hand.
Bolt Knuckles (optional). Golem deals an extra 1d8 damage on all Melee attacks.
Multiattack. The golem makes two attacks in any combination.
Slam. Melee Attack Roll: + 10 to hit. 2d8 + 6 Bludgeoning damage.
Force Bolt. Ranged Attack Roll: +9 to hit. Range 120 ft. 3d10 Force damage.
Get Over Here. Ranged Attack Roll: +5 to hit. Range 120 ft. 2d6 + 4 Bludgeoning damage. The golem hurls its hand at a target, grabbing it and pulling it within 10 feet of itself.
Slow (Recharge 5–6) The golem casts the Slow spell, requiring no spell components and using Constitution as the spellcasting ability (spell save DC 17).
Enlarge Reduce (Recharge 5-6) The golem casts the Enlarge Reduce spell, requiring no components and using Constitution as the spellcasting ability (spell save DC 17).
Description
A great Golem formed from a tough grey clay, its limbs decorated with iron bands and heavy metal bolts; its helmet shaped head gleaming with ire. A highly intelligent golem with a defiant personality. The golem takes every opportunity to show off its overwhelming strength, preferring to use close quarters attacks over ranged ones. It is arrogant and looks down on human adversaries, often choosing to toy with them rather than outright flatten them. Uses its Enlarge ability to make an opponent bigger only to make more of a spectacle out of thrashing them.
The Colossus has a gash on its chest covered by a big iron patch; providing an optional weakness the party can exploit. If removed, the golem immediately falls to half hitpoints (unless already there, in which case its hitpoints stay the same) as its energy is escaping.
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