War Machine Golem
War Machine Golem
Gargantuan construct, unaligned
- Armor Class 18 (natural armor)
- Hit Points 232 (15d20+75)
- Speed 40 ft.
- STR
26 (+8) - DEX
8 (-1) - CON
21 (+5) - INT
3 (-4) - WIS
10 (+0) - CHA
1 (-5)
- Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 60 ft., passive Perception 10
- Languages understands Dwarvish but can't speak
- Challenge 18 (20,000 XP)
- 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.
- Siege Monster. The golem deals double damage to objects and structures.
Actions
- Multiattack. The golem makes two slam attacks and one catapult attack.
- Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage.
- Catapult. The war machine golem hurls a boulder at a point it can see within 120 feet of it. Each creature within 10 feet of that point must make a DC 19 Dexterity saving throw. On a failure, a target takes 16 (3d10) bludgeoning damage and is knocked prone. On a success, a target takes half the damage and isn't knocked prone.
- Fire Breath (Recharge 5-6). The war machine golem breathes fire in a 60-foot cone. Each creature in the area must make a DC 19 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.