Caltrop Golem

Medium Construct, unaligned (CR 6)

Armor Class 16 natural armor

Hit Points 75 (10d8+30)šŸŽ²

Speed 30 ft.


STR

9 (-1)

DEX

18 (+4)

CON

16 (+3)

INT

8 (-1)

WIS

12 (+1)

CHR

3 (-4)


Skills perception 3, stealth 7

Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 13

Languages understands the languages of its creator but canā€™t speak

Challenge Rating 6

Actions

Multiattack.

The golem makes two slam attacks. Alternatively, it uses its Steel Shot twice.

Slam.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Steel Shot.

Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Scattershot (Recharge 5-6).

The golemā€™s body explodes. Each creature within 15 feet of the golem must make a DC 15 Dexterity saving throw. On a failure, a creature takes 36 (8d8) piercing damage and is knocked prone. On a success, a creature takes half the damage and isnā€™t knocked prone. The golem immediately scatters.


sizeMedium

typeConstruct

group

alignmentunaligned

strength_save

dexterity_save

constitution_save

intelligence_save

wisdom_save

charisma_save

perception3

damage_vulnerabilities

damage_resistancesbludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons

damage_immunitiespoison, psychic

condition_immunitiescharmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone

cr6

reactions

legendary_desc

legendary_actions

special_abilitiesname: Ambusher,desc: In the first round of combat, the golem has advantage on attack rolls against any creature it has surprised.,name: False Appearance,desc: While the caltrop golem is scattered, it is indistinguishable from a normal pile of caltrops.,name: Immutable Form,desc: The golem is immune to any spell or effect that would alter its form.,name: Magic Resistance,desc: The golem has advantage on saving throws against spells and other magical effects.,name: Magic Weapons,desc: The golemā€™s weapon attacks are magical.,name: Reform,desc: If the golem is scattered and has at least 1 hit point, it can reform as a bonus action in any space containing at least one of its caltrops without provoking an opportunity attack. If it reforms within 5 feet of a prone creature, it can make one slam attack against that creature as part of this bonus action.,name: Scatter,desc: As a bonus action, the bearing golem can disperse, scattering its caltrops in a 15-foot cube, centered on the space it previously occupied. A creature moving through a space containing any of the golemā€™s caltrops must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save. While scattered, the bearing golem canā€™t attack or move, except to reform, and it canā€™t be targeted by attacks or spells. It can still take damage from spells that deal damage in an area.

spell_list

page_no390

document__license_urlhttp://open5e.com/legal

document__slugtob2

document__titleTome of Beasts 2

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/

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Tome of Beasts 2, page no. 390
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