Emerald Golem
Large construct, unaligned
- Armor Class: 18 (natural armor)
- Hit Points: 168 (16d10 + 80)
- Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 9 (-1) | 20 (+5) | 3 (-4) | 11 (+0) | 1 (-5) |
- Damage Immunities: Acid, Fire
- Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses: Darkvision 60 ft., passive Perception 10
- Languages: Understands the languages of its creator but can't speak
- Challenge: 10 (5,900 XP)
Traits:
- Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.
- Immutable Form: The golem is immune to any spell or effect that would alter its form.
- Emerald Construct: The golem is immune to weapons of less than +2 enchantment.
- Resistance to Nature Magic: The golem has resistance to nature-based magic. It takes half damage from these spells.
- Immunity to Acid and Heat Attacks: The golem is completely immune to all acid and heat-based attacks.
- Lightning Bolt (Recharge 5-6): The golem can shoot a flickering green lightning bolt. Each creature in a 60-foot line must make a DC 16 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one.
- Green Gas (1/Day): The golem can release a cloud of green gas. Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 10d8 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn't poisoned.
Actions:
- Multiattack: The golem makes two slam attacks.
- Slam: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 6) bludgeoning damage.
Reactions:
- Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.