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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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