Huge Construct, Unaligned
Armor Class 12 Natural armor
Hit Points 128 (15d12 + 30)
Speed 30 ft., Swim 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
15 (+2)
INT
1 (-5)
WIS
11 (+0)
CHA
1 (-5)
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 60ft, Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
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.

Magic Weapons. The golem's weapon attacks are magical.

Regeneration. The coral golem regains 10 hit points at the start of its turn. If the coral golem takes acid or necrotic damage, this trait doesn’t function at the start of the coral golem's next turn. The coral golem dies only if it starts it's turn with 0 hit points and doesn’t regenerate.

Actions

Multi attack. The coral golem makes either four slam attacks or four coral star attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 11 (2d8 + 3) bludgeoning damage and the target must make a DC 13 Constitution saving throw or be stunned until the end of the coral golem's next turn. 

Coral star. RangedWeapon Attack: +6 to hit, range 25/120 ft or 5/30 ft if under water., 1 target. Hit: 9 (1d6 + 3) piercing damage and the target must make a DC 13 Constitution saving throw or be stunned until the end of the coral golem's next turn. 

Description

These are the golems of choice for aquatic races like merfolk, sea elves and sahuagin, generally to protect sites of great value or be used as weapons of war made of the environment. 

To create one requires 16 cubic feet of coral and the control water spells as well as the spirit of a water elemental. 

Monster Tags: construct

Habitat: Underwater

drdeatheer

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