Doom Golem
Large Construct, unaligned (CR 10)Armor Class 17 natural armor
Hit Points 153 (18d10+54)
Speed 30 ft.
24 (+7)
13 (+1)
16 (+3)
3 (-4)
10 (+0)
1 (-5)
Skills
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge Rating 10
Actions
Multiattack.
The doom golem makes one bite attack and one doom claw attack.
Doom Claw.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.
Bite.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Wind of Boreas (Recharge 5-6).
The doom golem releases an arctic wind in a 15-foot radius around itself or in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 38 (11d6) cold damage on a failed save, or half as much damage on a successful one.
sizeLarge
typeConstruct
group
alignmentunaligned
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception
damage_vulnerabilities
damage_resistances
damage_immunitiescold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine
condition_immunitiescharmed, exhaustion, frightened, paralyzed, petrified, poisoned
cr10
reactionsname: Doom Upon You,desc: When a creature the doom golem can see within 60 feet of it hits it with a spell or attack that requires a ranged attack roll, the doom golem strikes the attacker with a doom bolt. The doom bolt is a shadowy reflection of the original attack, using the same attack roll and effects as the original, except it deals necrotic damage.
legendary_desc
legendary_actions
special_abilitiesname: Fear Aura,desc: Any non-evil creature that starts its turn within 20 feet of the doom golem must make a DC 15 Wisdom saving throw, unless the doom golem is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the doom golem's Fear Aura for the next 24 hours.,name: Luminous Skeleton,desc: The doom golem sheds dim light in a 10-foot radius.,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 golem's weapon attacks are magical.
spell_list
page_no201
document__license_urlhttp://open5e.com/legal
document__slugcc
document__titleCreature Codex
document__urlhttps://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/
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Creature Codex, page no. 201