| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +7 |
| DEX | 9 | −1 | −1 |
| CON | 20 | +5 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 11 | +0 | +0 |
| CHA | 1 | −5 | −5 |
Magical Absorption. Whenever the golem is subjected to magical damage, it regains a number of Hit Points equal to the Fire damage dealt.
Immutable Form. The golem can’t shape-shift.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.
Multiattack. The golem makes two attacks, using Bladed Arm or Fiery Bolt in any combination.
Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7) Slashing damage plus 10 (3d6) Fire damage.
Lightning Bolt. Ranged Attack Roll: +10, range 120 ft. Hit: 36 (8d8) Lightning damage.
Poison Breath (Recharge 6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 55 (10d10) Poison damage. Success: Half damage.
The automaton releases a brief surge of energy from its core toward a creature it can see within 20 feet.
The target must make a DC 15 Constitution saving throw.
- On a failure: The target takes 10 (3d6) lightning damage and cannot take reactions until the start of its next turn.
- On a success: The target takes half as much damage and suffers no additional effects.
Comments