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

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.

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