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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Doom Golem/

Doom Golem

Doom Golem

Large construct, unaligned
  • Armor Class 17 (natural armor)
  • Hit Points 153 (18d10+54)
  • Speed 30 ft.
  • STR
    24 (+7)
  • DEX
    13 (+1)
  • CON
    16 (+3)
  • INT
    3 (-4)
  • WIS
    10 (+0)
  • CHA
    1 (-5)
  • Damage Immunities cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 10 (5,900 XP)
  • 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.

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.

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.

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