sábado, 15 de setembro de 2018

Amaranthine Golem

https://upload.wikimedia.org/wikipedia/commons/7/78/Legionarius.jpg
These huge automatons were used by the old Amaranthine Empire in siege operations and against powerful monsters. Cast in bronze in the shape of a legionnaire, each golem was animated by the fused souls of a whole centuria of war veterans, becoming tactical masters and even competent commanders. The inside of each golem contains icor, a golden and incandescent substance which generates heat. These constructs may still be found guarding the legendary underground amaranthine fortresses (created to withstand dragons) left after the fall of the Amaranthine Empire. The Lega Groura has several of these golems, at least one for each polis, guarding their acropolises. Some of these golems are valuable sources of information about the past.

Amaranthine Golem

Huge construct, unaligned

Armor Class 20
Hit Points 230 (20d12 + 100)
 Speed 30 ft.

STR DEX CONINT WIS CHA
  30 (+10) 9 (-1) 20 (+5)   12 (+1) 11 (+0) 10 (+0)

Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Saving Throws Dex +4
Senses darkvision 120 ft., passive Perception 10
Languages amaranth*
Challenge 17

  • Fire Aura. At the start of each of the golem's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the golem or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
  • Immutable Form. The golem is immune to any spell or effect that would alter its form.  
  • Huge Tower Shield. The golem provides three-quarters cover to itself and any allies adjacent to it (included on its CA and dexterity saving throws)
  • Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The golem's weapon attacks are magical. 
  • Siege Monster. The golem deals double damage to objects and structures. 

ACTIONS

  1. Multiattack. The golem makes two flaming spear attacks.
  2. Flaming Spear. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 29 (3d12 + 10) piercing damage plus 5 (1d10) fire damage. 
  3. Javelin. Ranged Weapon Attack: +5 to hit, range 200/800 ft., one target. Hit: 26 (4d12) piercing damage.

*Latin of real life.

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