Large Construct (Human), Neutral
AC 19 Natural Armor    Initiative +0 (10)
HP 210 (8d8 + 80)
Speed 35 ft.
Mod Save
STR 24 +7 +7
DEX 10 +0 +0
CON 10 +0 +0
Mod Save
INT 3 −4 −4
WIS 8 −1 −1
CHA 1 −5 −5
Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Truesight 120ft; Passive Perception 9
Languages understands the languages of its creator but can't speak
CR 10 (XP 5,900; PB +4)
Traits

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

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

Siege Engine. The golem’s ranged attacks deal double damage to objects and structures.

Core Type Variants (one may be selected for variants)

  • Earth Core → More shots
    • Bombardment Arc is also a Legendary Action (2 Actions)
  • Lightning Core → Jumps between targets
    • Force damage is now Lightning damage
    • Arcane Cannon does half damage to anyone within 10ft of the target after failed DC 16 Dex save 
  • Void Core → Pulls instead of pushes (very nasty)
    • Arcane Cannon and Overcharge Blast now Pull targets 15ft towards Golem
Actions

Arcane Cannon (Multiattack)

The golem fires two Arcane Cannon shots.

Ranged Spell Attack: +8 to hit, range 300/900 ft.
Hit: 23 (4d8+5) force damage

Overcharge Blast (Recharge 5–6)

The core flares violently and releases a devastating shot.

  • Line attack: 5 ft. wide, 120 ft. long
  • Creatures in line make DC 16 Dex save
  • Failure: 41 (8d8+5) force damage
  • Success: Half damage
  • Creatures that fail are also pushed 15 ft. back

Bombardment Arc (Recharge 4–6)

The golem launches explosive projectiles into the air.

  • Choose up to 3 points within 300 ft.
  • Each point becomes a 10 ft. radius explosion
  • Ignores cover
  • Creatures must make DC 16 Con save
  • Failure: 26 (6d6+5) force damage
  • Success: Half damage

Cannon Slam (Multiattack)

Melee Attack: +8 to hit, reach 10 ft.
Hit: 15 (2d8 + 7) bludgeoning

 

Bonus Actions

Anchored Firing Mode
The golem locks itself into position and generates a shield:

  • Speed becomes 0
  • Cannot be knocked prone, pushed, or moved against its will
  • Gains +5 AC against ranged attacks
  • Its ranged attacks gain advantage range and +5 to hit
  • Melee attacks made against the Golem in this mode have advantage.
Reactions

Shield can be used 2/day

Legendary Actions

Quick Shot (1 Action)

Make one Arcane Cannon attack.


Shock Pulse (2 Actions)

Creatures within 10 ft. must make a DC 15 Strength save or be Pushed 15 ft. and Knocked prone and take 15 (2d8+7) Force damage, half damage on success.

Description

 

Habitat: MountainUnderdark

MadD3manEDGE

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