Iron Golem

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Knight was also titled Iron Golem in 5.1 (errata 5.2.1)

Large Construct, Unaligned
AC 20    Initiative +9 (19)
HP 252 (24d10 + 120)
Speed 30 ft.

  MOD SAVE         MOD SAVE
STR 24 +7 +7 INT 3 -4 -4
DEX 9 -1 -1 WIS 11 +0 +0
CON 20 +5 +5 CHA 1 -5 -5

Immunities Fire, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft.; Passive Perception 10
Languages Understands Common plus two other languages but can't speak
CR 16 (XP 15,000; PB +5)

Traits

Fire Absorption. Whenever the golem is subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt.

Immutable Form. The golem can't ]]Shape-Shift]].

Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The golem makes two attacks, using Bladed Arm or Fiery Bolt in any combination.

Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7) Slashing damage plus 10 (3d6) Fire damage.

Fiery Bolt. Ranged Attack Roll: +10, range 120 ft. Hit: 36 (8d8) Force damage.

Poison Breath (Recharge 6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 55 (10d10) Poison damage. Success: Half damage.