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

Keg Golem

Keg Golem

Medium construct, unaligned
  • Armor Class 11 (natural armor)
  • Hit Points 45 (6d8+18)
  • Speed 30 ft.
  • STR
    16 (+3)
  • DEX
    10 (+0)
  • CON
    16 (+3)
  • INT
    8 (-1)
  • WIS
    7 (-2)
  • CHA
    3 (-4)
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands the languages of its creator but can't speak
  • Challenge 3 (700 XP)
  • Empty Keg. A keg golem holds 20 gallons of ale. If it runs out of ale or empties itself from ale blast, the golem's speed is reduced to 0 and it has disadvantage on all attack rolls until it is refilled with at least 1 gallon of ale.
  • Immutable Form. The keg golem is immune to any spell or effect that would alter its form.
  • Magic Resistance. The keg golem has advantage on saving throws against spells and other magical effects.
  • Rolling Charge. If the keg golem moves at least 15 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 13 Dexterity saving throw or be knocked prone. If the target is prone, the keg golem can make one slam attack against it as a bonus action.

Actions

  • Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
  • Ale Blast (Recharge 5-6). The keg golem shoots a 1 gallon jet of ale in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw. On a failure, a target takes 9 (2d8) poison damage and is poisoned for 1 minute. On a success, a target takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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