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___ ___ > ## Steel Sentinel >*Huge construct, unaligned* > ___ > - **Armor Class** 20 (natural armor) > - **Hit Points** 150 (13d12+65) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|9 (-1)|20 (+5)|3 (-4)|11 (+0)|1 (-5)| >___ > - **Saving Throws** Int +1, Wis +5 > - **Damage Immunities** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned > - **Senses** darkvision 120 ft., passive Perception 10 > - **Languages** understands the languages of its creator but can't speak > - **Challenge** 16 (15,000 XP) > ___ > > > ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form. > > ***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects. > > ***Magic Weapons.*** The golem's weapon attacks are magical. > > ***Multipart Construct.*** The golem is comprised of many components, each of which can be specifically targeted by an attack. Attack rolls targeting a specific component are made with disadvantage. If a component sustains 35 damage specifically targeting it, it is destroyed, and the golem cannot use features or actions requiring it until it has been restored. The golem has the following components: > - a fist arm > - a cannon arm > - two legs; if one leg is destroyed, the golem's speed is reduced to 20 feet; if both legs are destroyed, the golem's speed is reduced to 10 feet, it is knocked prone, and it cannot stand up until one of its legs is restored > - four vent manifolds; two are located on its thighs (5 feet above the ground) and two are located on its shoulders (15 feet above the ground) > - a head > - a dynamo; encased within the golem's torso, and has total cover against attacks and other effects unless exposed by Emergency Repair > > If the golem completes a short rest, any of its components that are damaged or destroyed are restored. > > ***Regeneration (Requires Dynamo).*** The golem regains 20 hit points at the start of its turn, and restores one damaged or destroyed component (except its dynamo) at the end of its turn. The golem dies only if it starts its turn with 0 hit points and doesn't regenerate. > > ***Unflinching.*** Being within 5 feet of a Large or smaller hostile creature does impose disadvantage on the golem's ranged attacks. > > ### Actions > ***Multiattack.*** The steel golem uses one action corresponding to each of its arms, or uses its force beam if avaialble. It then uses its Repair once for each of its intact vent manifolds. > > ***Energy Blast (Requires Cannon Arm).*** *Ranged Spell Attack:* +10 to hit, range 80/320 ft., two targets. *Hit:* 15 (3d6+5) radiant damage. > > ***Blinding Flare (Requires Cannon Arm).*** One creature of the golem's choice within 120 feet that can see it must succeed on a DC 18 Constitution saving throw or be blinded until the end of the golem's next turn. > > ***Clobber (Requires Fist Arm).*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 27 (3d12+8) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 21 Strength saving throw or be pushed 20 feet away from the golem and knocked prone. > > ***Crush (Requires Fist Arm).*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 21 (3d8+8) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 21). Until this grapple ends, the target is restrained, and the golem can't crush another target. The grapple ends if the golem's fist arm is destroyed. > > ***Energy Beam (Recharge 5-6, Requires Head).*** Each creature in a 90-foot line that is 10 feet wide must make a DC 18 Constitution saving throw, taking 54 (12d8) force damage on a failed save, or half as much on a successful one. > > ***Repair (Requires Any Vent Manifold).*** The golem recovers 35 (3d12+15) hit points. > > ***Emergency Repair (Requires Dynamo).*** The golem recovers all hit points and restores all damaged or destroyed components, except for its dynamo. Until the start of its next turn, the golem's dynamo is exposed. > > ***Slam.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 18 (3d6+8) bludgeoning damage. \pagebreak ___ ___ > ### Legendary Actions > The golem can take 3 legendary actions, choosing from the options below. Only one legendary 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. > > ***Take Action.*** The golem takes an action, choosing from any in its stat block except for Multiattack or Emergency Repair. > > ***Dispel (Costs 2 Actions).*** The golem casts *dispel magic* on itself at its lowest level, using Constitution as its spellcasting ability. > > ***Trample (Requires Both Legs, Costs 2 Actions).*** The golem moves up to its speed in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during that move, that creature must succeed on a DC 21 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 17 (3d6+8) bludgeoning damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the golem's space into an unoccupied space of its choice. In no unoccupied space is within range, the creature instead falls prone in the golem's space.