Page 148 - Monster Manual Expanded III Dragonix
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Ice Golem
        An ice golem is a 10-foot tall, hulking figure that resembles a
        beautifully sculpted ice statue of an armored warrior. Said to be
        carved by frost dwarves from glacial ice and infused with magic
        and the spirit of an ice paraelemental by frost mages, the ice
        golem is a chilling dreadnought designed to serve its creator.
          Chilling Foe. The ice golem can batter opponents with
        powerful blows. When facing multiple enemies, the ice
        golem can unleash an icy breath. Those caught within the
        devastating cone of its breath become frozen and encased
        in ice. Even if its foes manage to destroy the ice golem, it
        would still have to avoid its death burst - an explosion of
        razor-sharp icy shards and numbing cold.
          Cold Dweller. An ice golem is almost always encountered
        in regions of cold climates, for anything warmer could
        cause it to melt. They are often used as bodyguards and
        sentries by frost mages and powerful clerics of Auril and
        Thrym, who take advantage of the golem's ability to absorb
        cold, enabling it to repair itself.













          Ice Golem                                            terrain composed of ice or snow doesn't cost it extra movement.
                                                               Melt. While in an area of extreme heat, the golem loses 1d6 hit points
          Large construct, unaligned
                                                               at the start of each of its turns.
          Armor Class 12 (natural armor)                       Immutable Form. The golem is immune to any spell or effect that
          Hit Points 114 (12d10 + 48)                          would alter its form.
          Speed 20 ft.                                         Magic Resistance. The golem has advantage on saving throws
                                                               against spells and other magical effects.
              STR           DEX           CON           INT           WIS           CHA
                                                               Magic Weapons. The golem's weapon attacks are magical.
                 20 (+5)        9 (-1)        18 (+4)        3 (-4)       11 (+0)        1 (-5)
                                                               Actions
          Damage Vulnerabilities fire                          Multiattack. The golem makes two Slam attacks.
          Damage Immunities cold, poison, psychic; bludgeoning, piercing,
                                                               Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14
            and slashing from nonmagical attacks that aren't adamantine
                                                               (2d8 + 5) bludgeoning damage plus 4 (1d8) cold damage. If the target
          Condition Immunities charmed, exhaustion, frightened, paralyzed,
                                                               is a creature, it must succeed on a DC 16 Constitution saving throw.
            petrified, poisoned
                                                               On a failed save, the target can't use reactions, its speed is halved,
          Senses darkvision 60 ft., passive Perception 10
                                                               and it can't make more than one attack on its turn. In addition, the
          Languages understands the languages of its creator but can't speak
                                                               target can take either an action or a bonus action on its turn, not
          Challenge 8 (3,900 XP)       Proficiency Bonus +3
                                                               both. These effects last until the end of the ice golem's next turn.
          Cold Absorption. Whenever the golem is subjected to cold damage,   Frost Breath (Recharge 5-6). The golem exhales magical frost in a
          it takes no damage and instead regains a number of hit points equal   15-foot cube. Each creature in that area must succeed on a DC 15
          to the cold damage dealt.                            Constitution saving throw.  On a failed save, a creature takes 22 (5d8)
                                                               cold damage and is encased in ice for 1 minute.  While encased, a
          Death Burst. When the golem's hit points reaches 0, it explodes in
                                                               creature is restrained.  As an action, the restrained target can make
          a burst of jagged ice. Each creature within 10 feet of it must make a
                                                               a DC 17 Strength check, breaking the ice on a success. The ice
          DC 15 Dexterity saving throw, taking 4 (1d8) piercing damage and
                                                               can also be attacked and destroyed (AC 12; hp 25; vulnerability to
          4 (1d8) cold damage on a failed save, or half as much damage on a
                                                               fire damage; immunity to cold, poison, and psychic damage).  On
          successful one.
                                                               a successful save, a creature takes half as much damage and isn't
          Ice Walk. The golem can move across and climb icy surfaces   encased in ice.
          without needing to make an ability check. Additionally, difficult
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