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Returning 35 results for 'course reach golem to her repeat'.
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Monsters
Monster Manual
against spells and other magical effects.Multiattack. The golem makes two Slam attacks.
Slam. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Slam"}, reach 5 ft. Hit: 13
Aversion to Fire. If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.
Berserk. Whenever the golem starts its turn Bloodied, roll
Monsters
Monster Manual
Acid Absorption. Whenever the golem is subjected to Acid damage, it takes no damage and instead regains a number of Hit Points equal to the Acid damage dealt.
Berserk. Whenever the golem starts its
turn Bloodied, roll 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"berserk"}. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it
Monsters
Monster Manual
Fire Absorption. Whenever the golem is subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt.
Immutable Form. The golem can’t shape-shift.
Magic
Resistance. The golem has Advantage on saving throws against spells and other magical effects.Multiattack. The golem makes two attacks, using Bladed Arm or Fiery Bolt in any combination.
Bladed Arm. Melee
Monsters
Monster Manual
Immutable Form. The golem can’t shape-shift.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.Multiattack. The golem makes two attacks, using
Slam or Force Bolt in any combination.
Slam. Melee Attack Roll: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Slam"}, reach 5 ft. Hit: 15 (2d8 + 6);{"diceNotation":"2d8+6
Spells
Player’s Handbook
repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you
separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until
Monsters
Fizban's Treasury of Dragons
Fear Aura. Each creature of the golem’s choice that starts its turn within 20 feet of the golem must make a DC 15 Wisdom saving throw unless the golem is incapacitated. On a failed save, the
creature is frightened until the start of its next turn. On a successful save, the creature is immune to this golem’s Fear Aura for the next 24 hours.
Magic Resistance. The golem has advantage on
Monsters
The Wild Beyond the Witchlight
golem makes two Glass Sword attacks.
Glass Sword. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Glass Sword"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1
False Appearance. If the golem is embedded in a window and motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the golem move or
Monsters
Waterdeep: Dungeon of the Mad Mage
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.Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Slam"} to hit
Monsters
Out of the Abyss
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.Multiattack. The golem makes four sword attacks.
Sword. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Sword"} to hit
Monsters
Candlekeep Mysteries
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.Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Slam"} to
Monsters
Tales from the Yawning Portal
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.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon
Monsters
Waterdeep: Dungeon of the Mad Mage
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.
Illumination. The golem magically sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light goes out when the golem is
Monsters
Waterdeep: Dungeon of the Mad Mage
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.Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Slam"} to hit
Monsters
Waterdeep: Dungeon of the Mad Mage
hit, reach 5 ft., one target. Hit: 19 (3d8 + 6);{"diceNotation":"3d8+6","rollType":"damage","rollAction":"Mallet","rollDamageType":"bludgeoning"} bludgeoning damage. When the golem hits a creature with
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
Monsters
Princes of the Apocalypse
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.Slam. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6
Monsters
Tomb of Annihilation
Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Berserk"}. On a 6, the golem goes berserk. On each of its
turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself
Monsters
Candlekeep Mysteries
Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Berserk"}. On a 6, the golem goes berserk. On each of its
turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself
Monsters
Baldur’s Gate: Descent into Avernus
Berserk. Whenever the golem starts its turn with 100 hit points or fewer, roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Berserk"}. On a 6, the golem goes berserk. On each of its
turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself
Monsters
Tales from the Yawning Portal
Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Berserk"}. On a 6, the golem goes berserk. On each of its
turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself
Monsters
Icewind Dale: Rime of the Frostmaiden
Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire 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
Monsters
Tales from the Yawning Portal
throws.Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5
Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
Berserk. Whenever the golem starts its
Monsters
Icewind Dale: Rime of the Frostmaiden
Cold Absorption. Whenever the golem is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt.
Immutable Form. The golem is immune to
any spell or effect that would alter its form.
Melt. While in an area of extreme heat, the golem loses 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Melt"} hit points at the start of each
Equipment
randomly determined creature within its reach. If there is no other creature within its reach, the poisoned creature does nothing on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Magic Items
Acquisitions Incorporated
the user toward a specific course of action. The creature flipping the coin can detect your manipulation with a successful DC 13 Wisdom (Insight) check.
Better Odds
When you reach rank 3, your
pondering a specific plan or objective, noting both random results. If you succeed on a DC 15 Intelligence (Arcana) check, you learn which of the two results is more applicable to the course of action. This property of the coin can’t be used again until the next dawn.
Monsters
Waterdeep: Dungeon of the Mad Mage
slot): power word killMultiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Slam"} to hit, reach 5 ft., one target
Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form. The golem is immune to
Monsters
Candlekeep Mysteries
’t require air, food, drink, or sleep.Multiattack. The golem makes two attacks.
Slam. Melee Weapon Attack: +10 ;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Slam"}to hit, reach 5 ft
Limited Spell Immunity. The golem automatically succeeds on saving throws against spells of 7th level or lower, and the attack rolls of such spells always miss it.
Unusual Nature. The golem doesn
Monsters
Storm King's Thunder
: meld into stone, stone shape
1/day: stoneskin, time stop
Animate Golem. Once during this adventure, as an action, Kayalithica can point to one of the fossilized stone giants in this cave and cause it
to animate as a Huge stone golem with 195 (17d12 + 85);{"diceNotation":"17d12+85","rollType":"roll"} hit points. Its statistics are otherwise those of a stone golem.
Equipment. Adamantine Greatclub
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Oar"} to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3);{"diceNotation":"2d4+3","rollType":"damage","rollAction":"Oar","rollDamageType
for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. The merrenoloth casts one of the following
Monsters
Strixhaven: A Curriculum of Chaos
, reach 30 ft., one target. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType":"damage", "rollAction":"Spectral Scroll", "rollDamageType":"force"} force damage. If the target is a creature, it must
);{"diceNotation":"1d8", "rollType":"damage", "rollAction":"Weight of History", "rollDamageType":"force"} force damage. A restrained target can repeat the save at the end of each of its turns, ending the
Monsters
The Wild Beyond the Witchlight
"} to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Spores (1/Day). A 5-foot radius of spores extends from the campestri. These spores can go around corners, and they have no effect on
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They
Spells
Xanathar's Guide to Everything
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the
target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the
Monsters
Tomb of Annihilation
clay gladiator makes three melee attacks.
Spear. Melee Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4
hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4);{"diceNotation":"2d4+4","rollType":"damage","rollAction":"Shield Bash","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Medium or
Summon Construct
Legacy
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Spells
Tasha’s Cauldron of Everything
a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when
, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage.
Reactions
Berserk Lashing (Clay Only). When the construct takes damage, it makes a slam attack against a random
Monsters
Van Richten’s Guide to Ravenloft
Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Undead Mass"} to hit, reach 0 ft., one target in the swarm’s space. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType
, reach 0 ft., one creature in the swarm’s space. Hit: 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Grasping Limbs","rollDamageType":"necrotic"} necrotic damage, and the
Monsters
The Wild Beyond the Witchlight
;{"diceNotation":"1d20+0","rollType":"to hit","rollAction":"Head Butts"} to hit, reach 5 ft., one target. Hit: 10 (4d4);{"diceNotation":"4d4","rollType":"damage","rollAction":"Head Butts","rollDamageType
in the area must make a DC 10 Wisdom saving throw. On a failed save, the creature is incapacitated and its speed is halved, both for 1 minute. A creature can repeat the saving throw at the end of each