Goht (5e Creature)

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Huge construct, lawful neutral

Armor Class 17 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 60 ft.

21 (+5) 16 (+3) 21 (+5) 5 (-3) 12 (+1) 6 (-2)

Damage Immunities lightning, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 120 ft., passive Perception 11
Languages understands Ancient but can't speak
Challenge 9 (5,000 XP)

Charge (1/Turn). If the goht moves at least 10 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Escape. Any opportunity attack made against the goht has disadvantage on the attack roll.

Magic Resistance. The goht has advantage on saving throws against spells and other magical effects.


Multiattack: The goht makes two attacks, and uses its Bomb Drop if it doesn't need to recharge.

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 5) piercing damage.

Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Homing Spark. Ranged Spell Attack: +6 to hit (advantage if the target is metal or wearing metal armor), range 120 ft., one target. Hit: 16 (3d10) lightning damage.

Bomb Drop (Recharge 5-6). The goht drops a small mechanical bomb somewhere within 10 feet of it. At any time before the start of its next turn, it can use its reaction to detonate the bomb. Any creature within 10 feet of the detonating bomb must succeed a Strength saving throw or take 14 (4d6) thunder damage and be knocked prone.


The legendary goht is a mechanical creation of mysterious origin, which in shape and locomotion resembles a colossal ox or bison. It is said an innocent spirit was imprisoned inside this monstrous creature to give it immortal life. Constructed to be obedient, the goht has little choice but to obey the orders and intentions of whatever entity or force has given it life—regardless of whether those orders are to guard a temple, or wreck havoc across the countryside.

Unwilling Combatant. A goht will usually battle adversaries by using its great speed to flee to a safe distance and dropping bombs in its path, then firing Homing Sparks at its foes from a great distance. It is believed by some that these seemingly reluctant, non-confrontational tactics are a remnant of the unwilling and innocent spirit trapped within the beast. It will only charge headlong into battle when it has no other choice if it is to follow orders.

Born from Termina. It is said that the origins in this creature lie somewhere in ancient Termina, and that any one existing today is a reproduction of a mechanical and mythical beast—Goht—that was formerly imprisoned in the depths of Snowhead.

Constructed Nature. A goht doesn't require air, food, drink, or sleep.

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