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5ead/monsters/md/creature_codex/doom-golem.md
2025-06-07 07:58:30 -05:00

2.4 KiB

Doom Golem

Large Construct unaligned

  • Armor Class: 17 (natural armor)
  • Hit Points: 153 (18d10+54)
  • Speed: walk 30 ft.
  • Challenge Rating: 10 (5,900 XP)
  • Source: Creature Codex, page 201
STR DEX CON INT WIS CHA
24 (+7) 13 (+1) 16 (+3) 3 (-4) 10 (+0) 1 (-5)
  • Skills:
  • Damage Immunities: cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine
  • Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses: darkvision 120 ft., passive Perception 10
  • Languages: understands the languages of its creator but can't speak

Special Abilities

  • 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.
  • Luminous Skeleton: The doom golem sheds dim light in a 10-foot radius.
  • 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.

Actions

  • Multiattack: The doom golem makes one bite attack and one doom claw attack.
  • Doom Claw: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.
  • Bite: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
  • 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.

Reactions

  • 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.