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  1. Races

Iron Trap Golem

Golem

Iron Trap Golem

Large construct, Unaligned
 
  • Armor Class 21 (Natural Armor)
  • Hit Points 360 (20d10+100)
  • Speed 30 ft.
 
STR DEX
 
CON
INT WIS
 
CHA
26 (+8) 9 (-1) 20 (+5) 3 (-4) 11 (+0)
1 (-5)
 
 
 
  • Damage Immunities Fire, Acid, Poison, Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't 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
  • Challenge 17 (18,000 XP)
 
  • Fire and Acid Absorption. Whenever the golem is subjected to fire or acid damage, it takes no damage and instead regains a number of hit points equal to the fire or acid damage dealt.
  • 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.
  • Legendary Resistance: 1

Actions


  • Multiattack. The golem makes two melee attacks.
  • Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: (3d8 + 8) bludgeoning damage.
  • Sword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (3d10 + 8) slashing damage.
  • Poison Breath (Recharge 5-6). The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions (3)


  • 1: 1 Melee Attack
  • 2: Steam: the room fills with steam (20ft radius) for 3 rounds making it heavily obscured.
  • 1: Kick: Melee Attack, reach 5ft +14 to hit, one target. Hit: (3d8+8) bludgeon damage + DC STR 19 or pushed away 15 ft