JNAProductions
2016-05-15, 09:21 PM
Corrupted Golem
Huge Construct, Unaligned
Armor Class 16 (Natural Armor)
Hit Points 158 (20d10+75)
Speed 40'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
22 (+6)
10 (0)
20 (+5)
3 (-4)
10 (0)
18 (+4)
Damage Immunities Force, Bludgeoning, Piercing, and Slashing from non-magical weapons that aren't adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Truesight 10', Passive Perception 10
Languages Telepathy 60' (Only speaks incoherent gibberish)
Challenge ?
Force Absorption Whenever the Corrupted Golem is subjected to Force damage, it instead regains HP equal to the damage dealt.
Berserk On the start of any turn after which the Corrupted Golem has taken damage, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see.If no creature is near enough to move and attack, it instead attacks an object, with a preference for smaller objects. Once berserk, the golem stays that way until it regains all its hit points or is destroyed.
Magic Abjuration The Corrupted Golem has advantage on saves against magical effects. In addition, if it succeeds on a saving throw on a spell targeted solely against it, it deals 5d8 Force damage to the caster.
Magical Weapons The Corrupted Golem's attacks are considered magical.
Actions
Slam Melee Weapon Attack: +13 to hit, reach 10', one target. Hit: 23 (3d10+7) bludgeoning damage.
Extra Attack The Corrupted Golem makes two Slam attacks or other attack actions.
Corrupted Storm (Recharge 5-6) 20' Burst The Corrupted Golem lets out a massive storm of eldritch energies. All creatures within 20' must make a DC 20 Dexterity saving throw or take 55 (10d10) Force damage, or half on a successful saving throw.
Huge Construct, Unaligned
Armor Class 16 (Natural Armor)
Hit Points 158 (20d10+75)
Speed 40'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
22 (+6)
10 (0)
20 (+5)
3 (-4)
10 (0)
18 (+4)
Damage Immunities Force, Bludgeoning, Piercing, and Slashing from non-magical weapons that aren't adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Truesight 10', Passive Perception 10
Languages Telepathy 60' (Only speaks incoherent gibberish)
Challenge ?
Force Absorption Whenever the Corrupted Golem is subjected to Force damage, it instead regains HP equal to the damage dealt.
Berserk On the start of any turn after which the Corrupted Golem has taken damage, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see.If no creature is near enough to move and attack, it instead attacks an object, with a preference for smaller objects. Once berserk, the golem stays that way until it regains all its hit points or is destroyed.
Magic Abjuration The Corrupted Golem has advantage on saves against magical effects. In addition, if it succeeds on a saving throw on a spell targeted solely against it, it deals 5d8 Force damage to the caster.
Magical Weapons The Corrupted Golem's attacks are considered magical.
Actions
Slam Melee Weapon Attack: +13 to hit, reach 10', one target. Hit: 23 (3d10+7) bludgeoning damage.
Extra Attack The Corrupted Golem makes two Slam attacks or other attack actions.
Corrupted Storm (Recharge 5-6) 20' Burst The Corrupted Golem lets out a massive storm of eldritch energies. All creatures within 20' must make a DC 20 Dexterity saving throw or take 55 (10d10) Force damage, or half on a successful saving throw.