35 lines
2.1 KiB
Markdown
35 lines
2.1 KiB
Markdown
# Keg Golem
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*Medium* *Construct* *unaligned*
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- **Armor Class:** 11 (natural armor)
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- **Hit Points:** 45 (6d8+18)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 3 (700 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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| 16 (+3) | 10 (+0) | 16 (+3) | 8 (-1) | 7 (-2) | 3 (-4) |
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- **Skills:**
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- **Damage Immunities:** poison, psychic
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- **Damage Resistances:** 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 60 ft., passive Perception 8
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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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- **Empty Keg:** A keg golem holds 20 gallons of ale. If it runs out of ale or empties itself from ale blast, the golem's speed is reduced to 0 and it has disadvantage on all attack rolls until it is refilled with at least 1 gallon of ale.
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- **Immutable Form:** The keg golem is immune to any spell or effect that would alter its form.
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- **Magic Resistance:** The keg golem has advantage on saving throws against spells and other magical effects.
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- **Rolling Charge:** If the keg golem moves at least 15 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 13 Dexterity saving throw or be knocked prone. If the target is prone, the keg golem can make one slam attack against it as a bonus action.
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### Actions
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- **Slam:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
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- **Ale Blast (Recharge 5-6):** The keg golem shoots a 1 gallon jet of ale in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw. On a failure, a target takes 9 (2d8) poison damage and is poisoned for 1 minute. On a success, a target takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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