JNAProductions
2022-09-13, 01:13 PM
Shadesteel Golem
Large Construct, Lawful Evil
Armor Class 20 (Shadesteel Construction)
Hit Points 263 (25d10+125)
Speed 40', Fly 20' (Hover)
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
22 (+6)
16 (+3)
20 (+5)
20 (+5)
20 (+5)
20 (+5)
Saving Throws Constitution +9
Skills Athletics +10, Stealth +7, Arcana +13, Investigation +9, Religion +13, Insight +9, Perception +9, Deception +13, Intimidation +9
Damage Resistances Non-magical and non-adamantine Bludgeoning, Piercing, and Slashing; Cold
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned, Frightened, Petrified
Senses Darkvision 300', Passive Perception 19
Languages Many
Challenge ?
Adaptable Resilience
The Shadesteel Golem has one additional resistance, to any damage type except radiant, bludgeoning, piercing, or slashing. It may change which damage type it resists as a bonus action.
Magic Resistance
The Shadesteel Golem has advantage on saves against magical effects.
Immutable Form
The Shadesteel Golem is immune to any hostile effects that would alter its form.
Necrotic Strikes
The Shadesteel Golem's attacks are magical, and deal an additional 2d6 necrotic damage (included in the statblock below).
Aura Of Unlife
A creature within 10' of the Shadesteel Golem cannot regain HP. A creature within 30' of the Shadesteel Golem has any healing received set to the minimum possible value (so, a Cure Wounds would heal for 1+Casting Modifier, instead of 1d8+Casting Modifier). A creature within 60' of the Shadesteel Golem has any healing received halved. These effects are cumulative, but do not apply to the Shadesteel Golem or undead.
Actions
Slam Melee Weapon Attack:
+10 to-hit, reach 10', one target. Hit: 2d6+6 bludgeoning damage and 2d6 necrotic damage.
Negative Energy Pulse (Recharge 5-6)
All living creatures within 60' of the Shadesteel Golem must make a DC 17 Constitution save. On a success, they suffer 2d10 necrotic damage. On a failure, they take 4d10 necrotic damage, and have their maximum HP reduced b the same amount. If the total save result was 12 or less, they instead take 6d10 necrotic damage and have their maximum HP reduced by the same amount. This reduction of maximum HP lasts until the target completes a long rest.
Once all the saves have been rolled, total the damage dealt. The Shadesteel Golem can heal itself or any undead within 60' for up to half the total damage dealt.
Extra Attack II
The Shadesteel Golem makes three Slam attacks or other attack actions. It may replace a single Slam with negative Energy Pulse.
Bonus Actions
Hide
If the Shadesteel Golem is in dim light or darker, it may use the Hide action.
Shadow Warp
The Shadestel Golem may teleport from an area of darkness to any other area of darkness within 120'.
Legendary Actions
A Shadesteel Golem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A Shadesteel Golem regains spent legendary actions at the start of their turn.
Slam. It uses a Slam attack.
Shadow Warp. It uses the Shadow Warp action.
Large Construct, Lawful Evil
Armor Class 20 (Shadesteel Construction)
Hit Points 263 (25d10+125)
Speed 40', Fly 20' (Hover)
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
22 (+6)
16 (+3)
20 (+5)
20 (+5)
20 (+5)
20 (+5)
Saving Throws Constitution +9
Skills Athletics +10, Stealth +7, Arcana +13, Investigation +9, Religion +13, Insight +9, Perception +9, Deception +13, Intimidation +9
Damage Resistances Non-magical and non-adamantine Bludgeoning, Piercing, and Slashing; Cold
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned, Frightened, Petrified
Senses Darkvision 300', Passive Perception 19
Languages Many
Challenge ?
Adaptable Resilience
The Shadesteel Golem has one additional resistance, to any damage type except radiant, bludgeoning, piercing, or slashing. It may change which damage type it resists as a bonus action.
Magic Resistance
The Shadesteel Golem has advantage on saves against magical effects.
Immutable Form
The Shadesteel Golem is immune to any hostile effects that would alter its form.
Necrotic Strikes
The Shadesteel Golem's attacks are magical, and deal an additional 2d6 necrotic damage (included in the statblock below).
Aura Of Unlife
A creature within 10' of the Shadesteel Golem cannot regain HP. A creature within 30' of the Shadesteel Golem has any healing received set to the minimum possible value (so, a Cure Wounds would heal for 1+Casting Modifier, instead of 1d8+Casting Modifier). A creature within 60' of the Shadesteel Golem has any healing received halved. These effects are cumulative, but do not apply to the Shadesteel Golem or undead.
Actions
Slam Melee Weapon Attack:
+10 to-hit, reach 10', one target. Hit: 2d6+6 bludgeoning damage and 2d6 necrotic damage.
Negative Energy Pulse (Recharge 5-6)
All living creatures within 60' of the Shadesteel Golem must make a DC 17 Constitution save. On a success, they suffer 2d10 necrotic damage. On a failure, they take 4d10 necrotic damage, and have their maximum HP reduced b the same amount. If the total save result was 12 or less, they instead take 6d10 necrotic damage and have their maximum HP reduced by the same amount. This reduction of maximum HP lasts until the target completes a long rest.
Once all the saves have been rolled, total the damage dealt. The Shadesteel Golem can heal itself or any undead within 60' for up to half the total damage dealt.
Extra Attack II
The Shadesteel Golem makes three Slam attacks or other attack actions. It may replace a single Slam with negative Energy Pulse.
Bonus Actions
Hide
If the Shadesteel Golem is in dim light or darker, it may use the Hide action.
Shadow Warp
The Shadestel Golem may teleport from an area of darkness to any other area of darkness within 120'.
Legendary Actions
A Shadesteel Golem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A Shadesteel Golem regains spent legendary actions at the start of their turn.
Slam. It uses a Slam attack.
Shadow Warp. It uses the Shadow Warp action.