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
147
Bestiary

