Large Construct, Unaligned
Armor Class 20 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 30 ft.
STR
24 (+7)
DEX
9 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Damage Immunities Lightning, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Electrical Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

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.

Volatile Construction. This golem's internal arcane constructions are failing after long years spent in a state of disrepair. When a melee attack hits the golem there is a chance that its arcane circuitry will be disrupted. Roll a d6, on a 1 or 2 an internal circuit burns out dealing 14 (4d6) fire damage to the golem. On a 4 or above a ball of lightning bursts out from the golem. Each creature within 5 feet of the golem must make a DC 18 Dexterity saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful save.

Actions

Multiattack. The golem makes two melee attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.

Lightning Bolt (Recharge 6). Lightning bursts from the golem's chest in a 20-foot line which is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one.

Summon Golem. Twice per day the golem can expend its action to create a lesser golem (stone or clay) which forms from the requisite material in a space within 30 feet of it. Each use of this ability reduces the golem's AC by 1 point as the golem expends some of its own fortitude to power its new minion. The created golems last for one hour or until their hit points are reduced to 0.

Self Destruct. If the golem feels it is about to be destroyed it will use the last of its energy to protect its assignment or take out its attackers, using an action to initiate a self destruct sequence which takes until the start of its next turn to activate. During this activation period the golem can take no actions or reactions and its movement speed is reduced to 0. If activated, each creature in a 60 foot radius must make a DC 19 Dexterity saving throw, taking 12d8 (54) fire damage on a failed save, and half that on a successful save, and the golem is destroyed.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the golem takes a lair action to cause one of the following effects; the golem can’t use the same effect two rounds in a row:

Lightning Rods. Lightning arcs from each of 4 lightning rods built into the walls, ceiling and floor of the lair in a 30 foot line which is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.

Rocks Fall. The golem makes use of ancient traps causing the ceiling to collapse above one creature that it can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.

englishkiwi

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