Emerald Golem Cr 10

by LegendarySenna

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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.
 

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