Doom Golem
Large Construct unaligned
- Armor Class: 17 (natural armor)
- Hit Points: 153 (18d10+54)
- Speed: walk 30 ft.
- Challenge Rating: 10 (5,900 XP)
- Source: Creature Codex, page 201
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 24 (+7) |
13 (+1) |
16 (+3) |
3 (-4) |
10 (+0) |
1 (-5) |
- Skills:
- Damage Immunities: cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine
- Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: darkvision 120 ft., passive Perception 10
- Languages: understands the languages of its creator but can't speak
Special Abilities
- Fear Aura: Any non-evil creature that starts its turn within 20 feet of the doom golem must make a DC 15 Wisdom saving throw, unless the doom golem is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the doom golem's Fear Aura for the next 24 hours.
- Luminous Skeleton: The doom golem sheds dim light in a 10-foot radius.
- Immutable Form: The golem is immune to any spell or effect that would alter its form.
- Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.
- Magic Weapons: The golem's weapon attacks are magical.
Actions
- Multiattack: The doom golem makes one bite attack and one doom claw attack.
- Doom Claw: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.
- Bite: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
- Wind of Boreas (Recharge 5-6): The doom golem releases an arctic wind in a 15-foot radius around itself or in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 38 (11d6) cold damage on a failed save, or half as much damage on a successful one.
Reactions
- Doom Upon You: When a creature the doom golem can see within 60 feet of it hits it with a spell or attack that requires a ranged attack roll, the doom golem strikes the attacker with a doom bolt. The doom bolt is a shadowy reflection of the original attack, using the same attack roll and effects as the original, except it deals necrotic damage.
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