Herculean Golem (5e Creature)

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Herculean Golem[edit]

large construct, unaligned


Armor Class 22 (natural armor)
Hit Points 350 (45d10 + 100)
Speed 30 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 20 (+5) 3 (-4) 14 (+2) 1 (-5)

Damage Resistances fire, radient, force
Damage Immunities lightning, thunder, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., truesight 30 ft., passive Perception X
Languages understands the languages of its creator but can't speak
Challenge 23 (50,000 XP)


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

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Weapons. The golem's weapon attacks are magical.

Magic Resistance. he golem has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The golem makes three slam attacks.

Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) blugoning damage plus 9 (2d4 + 5).

Smite. (Recharge 5-6) The golem fires a concentrated beam of lightning in a 90-foot line, each creature in the area must make a DC 20 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

Repel. (Recharge 1) This action can only be used once the golem has only half of its total hit points left. The golem targets a creature that is within 15 ft of it, and the creature must make strength saving throw DC 20. On a fail, the creature is launched in the opposite direction of the golem as it takes 60 (10d10 + 15) lightning damage and 60 (10d10 + 15) thunder damage, when the creature that is launched crashes into another creature or a wall they take 14 (4d6) bludgeoning damage and then fall prone. On a success, the creature takes half the lighting and thunder damage while not being launched does fall prone.

LEGENDARY ACTIONS

The can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.

Detect. The golem makes a perception check.

Dash. The golem moves up to half it's speed.

Slam. The golem makes a slam attack.

Originally an ancient broken golem with no hope of functioning again due to the lost technology that is its power source, the corrupt clergy members of the Maolive Empire within the continent of Ambrosious Merland used the power of the captured demi-god Hercules who has been continuously kept in a weakened state in order to power and bring life to this golem. The original design was created by the wizard Urnas Oli.



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