Page 145 - Monster Manual Expanded III Dragonix
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Golems
Adamantine Golem
The legendary adamantine golem is the mightiest of
all golems, unmatched in strength and toughness. Its
25-foot tall body is constructed from adamantine,
the extremely rare metal found only in meteorites,
veins of ore in the Elemental Plane of Earth, or
near earth nodes deep within the Underdark. The
adamantine golem resembles a huge iron golem,
but with the adamantine's unmistakable silvery-
gray sheen over the surface of its body. When it
walks, the ground shakes and trembles.
Unstoppable Juggernaut. Only the most
powerful creatures should ever consider
facing an adamantine golem as it is
feared for its incredible strength and near
invulnerability to all types of attack, magical
or otherwise. Its devastating blows can destroy
the armor and shields of its foes or even cause
small earthquakes.
Ancient Guardians. The adamantine golems are
said to be the creations of gifted dwarven and
gnomish artificers from the ancient kingdom
of Ammarindar, once known for its
prosperous adamantine mines before it
fell to hordes of orcs and demons. It is
rumored that a great treasure cache
that included adamantine weapons
and armor still remains locked in
Ammarindar's forgotten vaults, guarded
by the adamantine golems that the
invaders were not able to bypass or defeat.
Adamantine Golem Actions
Multiattack. The golem makes two Slam attacks.
Huge construct, unaligned
Slam. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Armor Class 22 (natural armor) Hit: 32 (5d8 + 10) bludgeoning damage and the target must succeed
Hit Points 351 (26d12 + 182) on a DC 25 Strength saving throw or the Armor Class (AC) of
Speed 30 ft. the armor or shield (determined randomly) of the target takes a
permanent and cumulative -1 penalty. If its Armor Class drops to 0,
the armor or shield is destroyed. If the armor or shield is magical, the
STR DEX CON INT WIS CHA
30 (+10) 9 (-1) 24 (+7) 3 (-4) 11 (+0) 1 (-5) target gains advantage on the saving throw.
Crushing Stride.The golem moves up to its speed in a straight line.
Damage Resistances cold, fire, lightning, necrotic, radiant During this move, it can enter Large or smaller creatures' spaces. A
Damage Immunities poison, psychic; bludgeoning, piercing, creature whose space the golem enters must succeed on a DC 25
and slashing from nonmagical attacks that aren't adamantine Dexterity saving throw. On a successful save, the creature is pushed 5
Condition Immunities charmed, exhaustion, frightened, paralyzed, feet to the nearest space out of the golem's path. On a failed save, the
petrified, poisoned creature falls prone and takes 32 (5d8 + 10) bludgeoning damage. If
Senses darkvision 120 ft., passive Perception 10 the golem remains in the prone creature's space, the creature is also
Languages understands the languages of its creator but can't speak restrained until it's no longer in the same space as the golem. While
Challenge 22 (41,000 XP) Proficiency Bonus +7 restrained in this way, the creature, or another creature within 5 feet
of it, can make a DC 25 Strength check. On a success, the creature
is shunted to an unoccupied space of its choice within 5 feet of the
Immutable Form. The golem is immune to any spell or effect that
golem and is no longer restrained.
would alter its form.
Earthquake Smash (Recharge 5-6). The golem slams the ground,
Limited Magic Immunity. The golem can't be affected or detected
triggering an earth tremor and violently pelting the area with debris.
by spells of 6th level or lower. It has advantage on saving throws
Each creature on the ground in a 20-foot cube originating from the
against all other spells and magical effects.
golem must succeed on a DC 25 Constitution saving throw. On a
Magic Weapons. The golem's weapon attacks are magical.
failed save, a creature takes 55 (10d8 + 10) bludgeoning damage,
Siege Monster. The golem deals double damage to objects and is knocked prone, and stunned until the end of its next turn. On a
structures. successful save, a creature takes half as much damage and is neither
knocked prone or stunned.
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Bestiary

