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<title>Smaragdine Golem</title>
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<h1>Smaragdine 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> 231 (22d10 + 110)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 14 (11,500 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2023, page 219</li>
</ul>
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<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>11 (+0)</td>
<td>21 (+5)</td>
<td>3 (-4)</td>
<td>11 (+0)</td>
<td>1 (-5)</td>
</tr>
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</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Vulnerabilities:</strong> False</li>
<li><strong>Damage Immunities:</strong> poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons</li>
<li><strong>Damage Resistances:</strong> False</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 cant speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Construct Nature:</strong> The golem doesn't require air, food, drink, or sleep.</li>
<li><strong>Enchanted Weapons:</strong> The golem's weapon attacks are magical. When the golem hits with any weapon, the weapon deals an extra 5d8 force damage (included in the attack).</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 Vessel:</strong> When the smaragdine golem counters or ends a spell with Absorb Spell, it holds the spell's magical energy within its body and becomes Charged for 1 minute. While Charged, the golem sheds dim light in a 10-foot radius.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The smaragdine golem makes two Slam attacks. It can replace one attack with a use of Release Spell.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 22 (5d8) force damage.</li>
<li><strong>Release Spell (Recharge Special):</strong> The smaragdine golem releases an absorbed spell's energy in a green burst centered on a point the golem can see within 60 feet of it. Each creature, other than the smaragdine golem, within 5 feet of that point per level of the absorbed spell must make a DC 18 Dexterity saving throw. On a failure, a creature takes 10 (3d6) force damage per level of the absorbed spell and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn't incapacitated. The golem can use this action only if it is Charged (see the Magic Vessel trait).</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Absorb Spell:</strong> When a creature the smaragdine golem can see within 30 feet of it casts a spell, the golem can absorb the spell's energy, countering it. This works like the counterspell spell, except the golem must always make a spellcasting ability check, no matter the spell's level. Alternatively, when a creature the golem can see within 30 feet of the golem starts its turn while under the effects of a spell, such as bless or heroes' feast, the golem can absorb the spell's magic, ending the effect. In either case, the golem's ability check for this is +10. If it successfully counters or ends the spell, it becomes Charged (see the Magic Vessel trait). The golem can't use Absorb Spell while it is Charged.</li>
</ul>
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