41 lines
2.2 KiB
Markdown
41 lines
2.2 KiB
Markdown
# Lotus Golem
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*Large* *Construct* *unaligned*
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- **Armor Class:** 14
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- **Hit Points:** 82 (11d10+22)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 9 (5,000 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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| 14 (+2) | 19 (+4) | 14 (+2) | 6 (-2) | 12 (+1) | 4 (-3) |
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- **Saving Throws**: Str +6, Dex +8
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- **Skills:** athletics +6, perception +9
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- **Damage Immunities:** cold, fire, poison, psychic
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- **Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
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- **Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
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- **Senses:** darkvision 60 ft., passive Perception 19
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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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- **Arcane Pool:** The lotus golem absorbs energy from nearby spellcasting. Most lotus golems hold 1 charge point at any given time but can hold up to 4. As a bonus action while casting a spell within 5 feet of the lotus golem, the golem's controller can expend the golem's charge points to cast the spell without expending a spell slot. To do so, the controller must expend a number of charge points equal to the level of the spell.
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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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- **Water Walker:** The golem can move across the surface of water as if it were harmless, solid ground. This trait works like the water walk spell.
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### Actions
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- **Multiattack:** The lotus golem makes two arcane water attacks.
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- **Arcane Water:** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d12 + 2) bludgeoning damage plus 7 (2d6) force damage.
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### Reactions
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- **Arcane Absorption:** When a spell is cast within 30 feet of it, the golem absorbs some of the spell's potency. If it is a spell that forces a saving throw, the DC to succeed drops by 2. If it is a spell with an attack roll, the attack roll has disadvantage. The golem regains 20 hp and gains 1 charge point in its Arcane Pool.
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