Regeneration. Recovers 3d10 + 5 health at the start of each of its turns unless it has taken damage in the past round.
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.
Mountain Acclimated. The Golem is unaffected by difficult terrain caused by earth and stone.
Multiattack. The golem makes three slam attacks or a growth slam and two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.
Growth Slam. Melee Weapon Attack: +10 to hit, reach 25 ft., 2 targets. Deals 1d4 + 1 damage to the Golem. Hit: 21 (3d8 + 8) bludgeoning damage.
Crystal Growth Line. (recharge 5-6) Shatter Blast: 25 ft. line with a DC 18 Dexterity save. Causes the Golem to lose 1d10 hp. Deals 17d12 bludgeoning damage to all targets that fail the save or half as much on a successful save.
Earthen Regeneration: If the golem moves while standing on rock or earth, it can use its reaction to absorb some of the stone and recover 10 hit points. Takin this reaction costs the Golem 5 feet of movement.
The Ancient Genemite Golem has three legendary actions which it may use at any time during another creature's turn, but it may only do one action per other creature's turn.
Shardling Spawner (Costs 1 legendary action). The Golem spawns 1d4 Genemite Shardlings within 5 feet of it.
Supernatural Growth (costs 2 legendary actions). The Golem hardens segment of its body, it's strength score increases by 2 until the end of its next turn and the Golem gains 3d10 temporary hit points
Description
The Ancient Genemite Golem is made up of rock hard crystals of a semi-transparent, green or blue hue. It is found patrolling in huge fields or caves full of Genemite crystals.
Lair and Lair Actions
Seemingly endless rows of genemite crystals stretch out from a genemite golem's lair. The lair itself is often a giant genemite crystal hollowed out in roughly syphirical dimensions.
Lair Actions
On initiative count 20 (losing initiative ties), the Genemite Golem takes a lair action to cause one of the following effects; the Genemite Golem can’t use the same effect two rounds in a row:
- The golem causes 1d4 genemite shardlings to appear within 120 feet of it.
- The golem causes some of the crystals in a 30 foot radius sphere within 90 feet to become difficult terrain. A creature moving through this area must make a DC 17 dexterity saving throw or take 3d8 slashing damage and have its speed reduced to 0 until the end of its current turn.
Regional Effects
The region containing a legendary genemite golem’s lair is covered in genemite crystals, which creates one or more of the following effects:
- Genemite shardlings patrol within one mile of the lair.
- The area within 1 mile is difficult terrain when determining a travel pace.
If the genemite golem dies, these effects fade over the course of 3d4 days.
Previous Versions
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1/27/2018 9:00:33 AM
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Coming Soon
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