Purpose of Transport. May carry up to 15 tiny creatures, 5 small creatures or 2 medium creatures. While creatures are carried in it, creatures take no damage but it is instead taken by the Carrier Golem. While inside Carrier Golem, creatures cannot take any actions, bonus actions or reactions. Creatures inside Carrier Golem are expelled to the nearest empty area when the Carrier Golem is reduced to 0 hit points.
Last resort. When Carrier Golem is reduced to 0 hit points, the gem in its head explodes, dealing 1d10 piercing damage to creatures in a 10 ft radius.
Charge. Melee Weapon Attack. Plus 2 to hit. Creatures charges along a line up to 60 feet away. Uses movement speed. Any creature between the creature and it's ending point is trampled and takes 3d6 plus 4 damage.
Onboard. Carrier Golem may take an action to take a willing creature within 5 feet into its mass. This creature cannot take actions, bonus actions or reactions while inside this golem. Any damage the creature may take goes to the golem instead.
Headbutt. Melee Weapon Attack. Plus 1 to hit. Reach 5 ft, 1 target. Hit 2d4 bludgeoning damage.
Sprout Shields. Carrier Golem may take a bonus action to sprout shields from its sides and add plus 2 to it's AC until the end of its next turn. Recharge rate= 3 rounds.
Opportunity Attacks: In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.
You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.
Description
Large, Lumbering and Slow. All words often used to describe this beasts. Often used as defense techniques while healing, Carrier Golems are bus-like creatures made from metal, mud, clay, brick or any other material left lying around.
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