Doom Golem

Large Construct, unaligned (CR 10)

Armor Class 17 natural armor

Hit Points 153 (18d10+54)🎲

Speed 30 ft.


STR

24 (+7)

DEX

13 (+1)

CON

16 (+3)

INT

3 (-4)

WIS

10 (+0)

CHR

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
Other formats: JSON

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