[The golem has a mind of its own it can use to do simple tasks if commanded by its owner. The owner of the golem can be any creature as long as they are in possession of the magical gem known as the Gem of Bautir. If you are holding this gem you can teleport you and up to 4 other medium creatures that are willing into the cockpit of the gelom if the golem is within 100 ft or less. Once in the cockpit the holder of the gem must make a int check DC 13 to pilot the golem.]
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 attacks are magical.
Radiant Absorption. Whenever the golem is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt.
Siege Monster. The golem deals double damage to objects and structures.
Multiattack. The golem makes two melee attacks and fires one radiant beam.
Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 10) bludgeoning damage.
Crystal Slash. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (5d10 + 10) slashing damage.
Radiant Beam. Ranged Weapon Attack: +15 to hit, range 80/140 ft., one target. Hit: 19 (3d6 + 10) radiant damage.
Flamethrower (Recharge 5–6). The golem shoots fire in a 20-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 53 (12d8) fire damage on a failed save, or half as much damage on a successful one. Any flammable object in this cone will be set ablaze.
Nullification. If the golem fails a saving throw caused by magic, it can choose to succeed instead.
Previous Versions
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3/14/2020 11:24:28 PM
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Coming Soon
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