Doom Golem
Large Construct, unaligned. CR 10, AC 17, 153 HP. Traits: Fear Aura, Luminous Skeleton, Immutable Form, Magic Resistance, Magic Weapons.
- Armor class
- 17
- Hit points
- 153
- Challenge
- 10
- Creature type
- Construct
- Size
- Large
- Alignment
- unaligned
Stat block
- Cha
- 1
- Con
- 16
- Dex
- 13
- Int
- 3
- Str
- 24
- Wis
- 10
- Speed
- Walk: 30
- Senses
- darkvision 120 ft., passive Perception 10
- Skills
- Actions
- Multiattack. The doom golem makes one bite attack and one doom claw attack.
- Doom Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.
- Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
- Wind of Boreas (Recharge 5-6). The doom golem releases an arctic wind in a 15-foot radius around itself or in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 38 (11d6) cold damage on a failed save, or half as much damage on a successful one.
- Languages
- understands the languages of its creator but can't speak
- Reactions
- Doom Upon You. When a creature the doom golem can see within 60 feet of it hits it with a spell or attack that requires a ranged attack roll, the doom golem strikes the attacker with a doom bolt. The doom bolt is a shadowy reflection of the original attack, using the same attack roll and effects as the original, except it deals necrotic damage.
- Damage immunities
- cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine
- Special abilities
- Fear Aura. Any non-evil creature that starts its turn within 20 feet of the doom golem must make a DC 15 Wisdom saving throw, unless the doom golem is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the doom golem's Fear Aura for the next 24 hours.
- Luminous Skeleton. The doom golem sheds dim light in a 10-foot radius.
- 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.
- Condition immunities
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).