Remove ads by subscribing to Kanka or enabling premium features for the campaign.

  1. Creatures

Academy Glasswork Golem

Construct
Glasswork Golem
Medium construct, Unaligned
Armor Class 13 (natural armor)
Hit Points 36 (8d8)
Speed 30 ft.
STR
13(+1)
DEX
10(+0)
CON
10(+0)
INT
1(-5)
WIS
10(+0)
CHA
1(-5)
Saving Throws DEX +2, CON +2, WIS +2
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned,
Senses Blindsight 60 ft. (Blind beyond this radius), Passive Perception 10
Languages ----
Challenge 2 (450 XP)
Proficiency Bonus +2

False Appearance. If the golem is embedded in a window and motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the golem move or act, that creature must succeed a DC 18 Intelligence (investigation) check to discern that the golem is animate. 

Immutable Form The Golem is immune to any spell or effect that would alter its form. 

Regeneration The Golem regains 10 hit points at the start of its turn. IF the golem takes bludgeoning or thunder damage, this trait doesn't function at the start of the golem's next turn. The golem is destroyed only if it starts its turn with 0 hit points and doesn't regenerate. 

Unusual Nature The Golem doesn't require air, food, drink, or sleep.

Actions

Multiattack. The golem makes two Glass Sword attacks.


Glass Sword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.

Bonus Actions

Dazzling Light. (Recharge 5-6) Magical, colored light springs from the golem in a 15-foot cone. Each creature in the cone must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.