The Golem Golem
The golem golem's sixteen creators could not agree on its purpose. Some called it the Tarrasque Killer. Others called it "pretty frickin sweet". All they can agree on now is that it no longer listens to a master. No gods or kings, only golem.
The Golem Golem
Gargantuan construct, chaotic neutral
- Armor Class 20 (natural armor)
- Hit Points 883 (57d20 + 285)
- Speed 60 ft.
STR DEX CON INT WIS CHA 27 (+8) 4 (-3) 20 (+5) 3 (-4) 11 (+0) 1 (-5)
- Damage Immunities acid, fire, lightning, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 60 ft., passive Perception 10
- Languages understands the languages of its 16 creators but can't speak
- Challenge 30 (155,000 XP)
Berserk. The golem is permanently berserk. On each of its turns, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself.
Clay Golem Legs. The golem has two legs. Each leg is a separate headless clay golem. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt. If both legs are removed, the golem loses this trait and its acid immunity. The golem's speed is reduced by 15 ft. when the first leg is removed and another 25 ft. when the second leg is removed.
Falling Apart. For every 150 points of damage the golem takes, it loses one limb or one head.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Iron Golem Arms. The golem has two arms. Each arm is a separate iron golem with its limbs removed. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. If both arms are removed, the golem loses this trait, its fire immunity, and its Poison Spray legendary action. After the first arm is removed, the range for Poison Spray is reduced to a 15 ft. cone.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Multiple Flesh Golem Heads. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. The golem has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious as long as it has at least two heads. If all three heads are severed, the golem loses this trait and its lightning immunity, and it is blinded.
Actions
Multiattack. The golem makes one Iron Arms attack for each arm it has, then it makes a slam attack.
Slam. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit 29 (5d8 + 7) bludgeoning damage.
Iron Arms. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit 34 (5d10 + 7) bludgeoning damage.
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.
Poison Spray. The golem sprays poisonous gas in a 45-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
Stone Golem Torso (Costs 2 Actions). The golem's torso is four stone golems fused together by molten rock. The golem can use its torso to target one or more creatures it can see within 30 ft. of it. Each target must make a DC 21 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.