Iron Golem
Iron Golem, CR 16
STR
21
+7
DEX
8
-1
CON
19
+5
INT
2
-4
WIS
11
+0
CHA
1
-5
Special Abilites
Fire Absorption. Whenever the golem is subjected to Fire Damage, it takes no damage and instead regains a number of Hit Points equal to the fire damage dealt. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical.
Actions
Multiattack. The golem makes two melee attacks. Slam. Melee Attack : 1d20+13 to hit, reach 5 ft., one target. Hit: 20 ( 3d8+7 ) Bludgeoning Damage. Sword. Melee Attack : 1d20+13 to hit, reach 10 ft., one target. Hit: 23 ( 3d10+7 ) Slashing Damage. Poison Breath (Recharge 6). The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 ( 10d8 ) Poison Damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The golem can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The golem regains spent epic actions at the start of its turn. Slam or Sword. The golem makes one slam or sword attack. Whirlwind Attack (Costs 2 Actions). The golem spins rapidly, making a sword or slam attack against all creatures and objects within reach. Poison Cloud (Costs 3 Actions). The golem exhales poison gas in a circle surrounding itself. All creatures within 10 feet of the golem must make a DC 19 Constitution saving throw, taking 45 ( 10d8 ) Poison Damage on a failed save, or half as much damage on a successful one.
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