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