The Rook (5e Creature)

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The Rook[edit]

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Gargantuan construct, unaligned

Armor Class 22 (natural armor)
Hit Points 555 (30d20 + 240)
Speed 30 ft.

26 (+8) 9 (-1) 26 (+8) 4 (-3) 12 (+1) 1 (-5)

Damage Vulnerabilities thunder
Damage Resistances lightning, radiant
Damage Immunities acid, fire, necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 11
Languages understands the languages of its creator but can't speak
Challenge 19 (22,000 XP)

Garrison. One Large creature, five Medium creatures or ten Small creatures can ride on the top of the rook and can use ranged weapons and or cast spells from the top of the creature with total cover. If a garrisoned creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Immutable Form. The rook is immune to any spell or effect that would change its form.

Magical Resistance. The rook has advantage on saving throws against spells and other magical effects.

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

Acid Absorption. Whenever the rook is subjected to acid damage it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

Trampling Charge. If the rook moves more than 20 feet in a straight line each creature in the line must succeed on a DC 20 Strength saving throw or take 26 (4d12) bludgeoning damage and be knocked prone.


Multiattack. The rook performs makes two melee weapon attacks.

Flail. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 34 (4d12 + 8) piercing damage.

Hurl Boulder. Ranged Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 34 (4d12 + 8) bludgeoning damage.

Burning Cauldrons (Recharge 5-6). The rook sprays burning oil in a 30-foot radius sphere centered directly under the rook. Each creature in that area must make a DC 20 Dexterity saving throw, taking 45 (15d6) fire damage on a failed save or half as much damage on a successful one.

The rook is a potent golem, a fusion of stone and clay golem designed like a keep or watchtower on its back. It has murder holes and crenelations at the top, allowing it to release waves of burning oil on all enemies that would fight it in melee or even have soldiers holed up inside its garrison, firing arrows and even spells at enemies at range. One of its arms is outfitted with a massive siege flail while the other arm is a hand that can catapult stones at its enemy from a distance. What mad wizard or sorcerer created this horrific golem has been forgotten in time but apparently, they had a love of chess and named these golems after the famous chess piece.
The rook is a walking castle quite literally and can be both deadly on defense and offense. There are a few legendary rooks who are truly gargantuan and they are called Towers after the tarot card because they bring ruination to many enemies.

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

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