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<title>Doom Golem</title>
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<h1>Doom Golem</h1>
<p><em>Large</em> <em>Construct</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (natural armor)</li>
<li><strong>Hit Points:</strong> 153 (18d10+54)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 10 (5,900 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 201</li>
</ul>
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<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
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<tr>
<td>24 (+7)</td>
<td>13 (+1)</td>
<td>16 (+3)</td>
<td>3 (-4)</td>
<td>10 (+0)</td>
<td>1 (-5)</td>
</tr>
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</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 10</li>
<li><strong>Languages:</strong> understands the languages of its creator but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Fear Aura:</strong> Any non-evil creature that starts its turn within 20 feet of the doom golem must make a DC 15 Wisdom saving throw, unless the doom golem is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the doom golem's Fear Aura for the next 24 hours.</li>
<li><strong>Luminous Skeleton:</strong> The doom golem sheds dim light in a 10-foot radius.</li>
<li><strong>Immutable Form:</strong> The golem is immune to any spell or effect that would alter its form.</li>
<li><strong>Magic Resistance:</strong> The golem has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Magic Weapons:</strong> The golem's weapon attacks are magical.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The doom golem makes one bite attack and one doom claw attack.</li>
<li><strong>Doom Claw:</strong> Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) slashing damage.</li>
<li><strong>Wind of Boreas (Recharge 5-6):</strong> The doom golem releases an arctic wind in a 15-foot radius around itself or in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 38 (11d6) cold damage on a failed save, or half as much damage on a successful one.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Doom Upon You:</strong> When a creature the doom golem can see within 60 feet of it hits it with a spell or attack that requires a ranged attack roll, the doom golem strikes the attacker with a doom bolt. The doom bolt is a shadowy reflection of the original attack, using the same attack roll and effects as the original, except it deals necrotic damage.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/creature_codex/doom-golem.md">Markdown Format</a></p>
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