Amaranthine Golem
Huge construct, unalignedArmor Class 20
Hit Points 230 (20d12 + 100)
Speed 30 ft.
STR | DEX | CON | INT | 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
- Multiattack. The golem makes two flaming spear attacks.
- Flaming Spear. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 29 (3d12 + 10) piercing damage plus 5 (1d10) fire damage.
- 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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