41 lines
2.4 KiB
Markdown
41 lines
2.4 KiB
Markdown
# Doom Golem
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*Large* *Construct* *unaligned*
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- **Armor Class:** 17 (natural armor)
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- **Hit Points:** 153 (18d10+54)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 10 (5,900 XP)
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- **Source:** Creature Codex, page 201
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 24 (+7) | 13 (+1) | 16 (+3) | 3 (-4) | 10 (+0) | 1 (-5) |
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- **Skills:**
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- **Damage Immunities:** cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine
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- **Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
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- **Senses:** darkvision 120 ft., passive Perception 10
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- **Languages:** understands the languages of its creator but can't speak
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### Special Abilities
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- **Fear Aura:** 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.
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- **Luminous Skeleton:** The doom golem sheds dim light in a 10-foot radius.
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- **Immutable Form:** The golem is immune to any spell or effect that would alter its form.
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- **Magic Resistance:** The golem has advantage on saving throws against spells and other magical effects.
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- **Magic Weapons:** The golem's weapon attacks are magical.
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### Actions
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- **Multiattack:** The doom golem makes one bite attack and one doom claw attack.
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- **Doom Claw:** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.
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- **Bite:** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
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- **Wind of Boreas (Recharge 5-6):** 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.
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### Reactions
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- **Doom Upon You:** 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.
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