Herculean Golem (5e Creature)

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Herculean Golem[edit]

Medium construct, neutral


Armor Class 17 (natural armor)
Hit Points 190 (20d8 + 100)
Speed 30 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 9 (-1) 14 (+2) 7 (-2)

Proficiency Bonus +5
Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., truesight 30 ft., passive Perception 12
Languages the languages of its creator
Challenge 16 (15,000 XP)


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

Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead gains a number of hit points equal to the lightning damage dealt.

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

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

ACTIONS

Multiattack. The golem makes three slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) blugoning damage plus 9 (2d8) lightning damage.

Smite (Recharge 5-6). The golem fires a concentrated beam of lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one.

Repel. This action can only be used once the golem has only half of its hit points or fewer remaining. The golem targets a creature that it can see within 15 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, a creature takes 18 (4d8) lightning damage and 18 (4d8) thunder damage and is pushed up to 30 feet away from the golem and knocked prone. On a successful save, a creature takes half as much damage and isn't pushed or knocked prone.


LEGENDARY ACTIONS

The golem 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 golem regains spent legendary actions at the start of its turn.

Detect. The golem makes a Wisdom (Perception) check.
Move. The golem moves up to half its speed.
Slam (Costs 2 Actions). The golem makes a slam attack.

The herculean golem is an improved form of flesh golem, made not from a haphazard assortment of parts from different bodies stitched together, but rather from a single masterfully preserved body. Smarter, faster and stronger than an ordinary flesh golem, herculean golems can also blast their enemies with bolts of lightning.
Many legendary heroes or beloved rulers are crafted into herculean golems when they die, so that they may protect their tombs from those who would defile them.


Creating a Herculean Golem[edit]

Time Cost Manual Rarity
150 days 125,000 gp Very rare
0.00
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