DeepWave Ice Golem (5e Creature)

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DeepWave Ice Golem[edit]

Large construct, neutral


Armor Class 16 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 15 (+2) 3 (-4) 8 (-1) 1 (-5)

Saving Throws Str +5, Con +4, Wis +1
Proficiency Bonus +2
Damage Immunities cold, poison, psychic
Condition Immunities paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages the languages of its creator
Challenge 4 (1,100 XP)


ACTIONS

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage and 9 (2d8) cold damage.


DeepWave ice golems are a bit different from their surface counterparts. Due to the incredibly cold temperatures at those depths, they can be easily created by someone who wants to. They often act as bodyguards to their masters and their companions and can be given personality at the creator's will. Some ice golems roam the depths, searching for a new master, or perhaps carrying out their previous master's orders, like most golems do when left to their own devices.

Constructed Nature. A DeepWave ice golem doesn't require air, food, drink, or sleep.

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