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<blockquote data-quote="dave2008" data-source="post: 8093682" data-attributes="member: 83242"><p><strong><span style="font-size: 22px">Adamantine Golem</span></strong></p><p><em>Huge construct, unaligned</em></p><p>[ATTACH=full]126595[/ATTACH]</p><p><strong>Armor Class</strong> 25 (Natural Armor)</p><p><strong>Hit Points</strong> 276 (24d12+ 120)</p><p><strong>Speed </strong>40 ft.</p><p>[ATTACH=full]126592[/ATTACH]</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>27 (+8)</td><td>10 (+0)</td><td>21 (+5)</td><td>3 (-4)</td><td>11 (+0)</td><td>1 (-5)</td></tr></table><p>[ATTACH=full]126593[/ATTACH]</p><p><strong>Saving Throws</strong> Str +15, Con +12</p><p><strong>Damage Immunities </strong>fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons</p><p><strong>Condition Immunities</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</p><p><strong>Senses </strong>darkvision 180 ft., passive perception 10</p><p><strong>Languages</strong> understands the languages of its creator but can't speak</p><p><strong>Challenge</strong> 21 (33,000 XP)</p><p>[ATTACH=full]126594[/ATTACH]</p><p><strong><em>Adamantine Durability (Elite Trait, recharges after a short or long rest). </em></strong>If the golem is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, all conditions and effects it is suffering end for it, it regains 276 hit points, all of its abilities recharge, and it can use elite actions.</p><p></p><p><em><strong>Adamant Skin.</strong></em> The golem is immune to all damage unless an attack or effect inflicts 10 or more hit points of damage, in which case it takes damage as normal. Additionally, any critical hit against the golem becomes a normal hit.</p><p></p><p><em><strong>Brute.</strong></em> A melee weapon deals one extra die of its damage when the golem hits with it (included in the attack).</p><p></p><p><strong><em>Destructive Strikes.</em></strong> When the golem has advantage, its melee attacks deal an additional 22 (4d10) bludgeoning damage on a hit.</p><p></p><p><em><strong>Immutable Form.</strong></em> The golem is immune to any spell or effect that would alter its form.</p><p></p><p><strong><em>Limited Magic Immunity.</em></strong> The golem is immune to any spell or magical effect of 2nd level or lower. Additionally, it has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the golem has disadvantage on the attack roll.</p><p></p><p><em><strong>Magic Weapons.</strong></em> The golem’s weapon attacks are magical.</p><p></p><p><strong><em>Shred Magic (3/Short Rest).</em></strong> The golem can use a reaction at the end of its turn to remove one magical condition, effect, or spell it is suffering as if it had cast dispel magic at 8th level.</p><p></p><p><strong><em>Siege Monster.</em></strong> The golem deals double damage to objects and structures.</p><p></p><p><em><strong>Trample.</strong></em> If the golem moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone. If the target is prone, the golem can make one stomp attack as a bonus action.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><em><strong>Multiattack.</strong></em> The golem makes two melee attacks.</p><p></p><p><em><strong>Slam.</strong></em> <em>Melee Weapon Attack</em>: +15 to hit, reach 10 ft., one target. <em>Hit</em>: 30 (4d10 + 8) bludgeoning damage and the target must make a DC 22 Strength saving throw or be knocked prone or pushed 15 feet, the golem's choice.</p><p></p><p><em><strong>Stomp.</strong></em> <em>Melee Weapon Attack</em>: +15 to hit, reach 10 ft., one prone or Medium or smaller target. <em>Hit</em>: 34 (4d12 + 8) bludgeoning damage and the target must make a DC 22 Strength saving throw or be knocked prone.</p><p></p><p><strong><u>ELITE ACTIONS</u></strong></p><p>Once the golem's elite trait is activated it can take an elite action, choosing from the options below, on its initiative count +10, or in place of one of its standard actions on its turn.</p><p></p><p><strong>Crushing Slam.</strong> The golem makes a slam attack on a Large or smaller creature. On a hit, the creature is also grappled (escape DC 22). A creature grappled this way is also restrained and takes 22 (4d10) bludgeoning damage at the end of each of its turns.</p><p><strong>Javelin Launcher (Recharge 4-6). </strong>The golem launches three adamantine javelins, making the following attack for each javelin: <em>Ranged Weapon Attack:</em> +15 to hit, range 120/240 ft., one target. <em>Hit:</em> 18 (3d6 + 8) piercing damage.</p><p></p><p>---</p><p></p><p><strong>The Adamantine Golem as an Elite Encounter</strong></p><p>Fighting the Adamantine Golem is equivalent to taking on two CR 21 creatures in one encounter. Award a party 66,000 XP for defeating the Adamantine Golem.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8093682, member: 83242"] [B][SIZE=6]Adamantine Golem[/SIZE][/B] [I]Huge construct, unaligned[/I] [ATTACH type="full" alt="1600808814636.png"]126595[/ATTACH] [B]Armor Class[/B] 25 (Natural Armor) [B]Hit Points[/B] 276 (24d12+ 120) [B]Speed [/B]40 ft. [ATTACH type="full" alt="1600808807657.png"]126592[/ATTACH] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]27 (+8)[/TD] [TD]10 (+0)[/TD] [TD]21 (+5)[/TD] [TD]3 (-4)[/TD] [TD]11 (+0)[/TD] [TD]1 (-5)[/TD] [/TR] [/TABLE] [ATTACH type="full" alt="1600808808812.png"]126593[/ATTACH] [B]Saving Throws[/B] Str +15, Con +12 [B]Damage Immunities [/B]fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons [B]Condition Immunities[/B] charmed, exhaustion, frightened, paralyzed, petrified, poisoned [B]Senses [/B]darkvision 180 ft., passive perception 10 [B]Languages[/B] understands the languages of its creator but can't speak [B]Challenge[/B] 21 (33,000 XP) [ATTACH type="full" alt="1600808810361.png"]126594[/ATTACH] [B][I]Adamantine Durability (Elite Trait, recharges after a short or long rest). [/I][/B]If the golem is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, all conditions and effects it is suffering end for it, it regains 276 hit points, all of its abilities recharge, and it can use elite actions. [I][B]Adamant Skin.[/B][/I] The golem is immune to all damage unless an attack or effect inflicts 10 or more hit points of damage, in which case it takes damage as normal. Additionally, any critical hit against the golem becomes a normal hit. [I][B]Brute.[/B][/I] A melee weapon deals one extra die of its damage when the golem hits with it (included in the attack). [B][I]Destructive Strikes.[/I][/B] When the golem has advantage, its melee attacks deal an additional 22 (4d10) bludgeoning damage on a hit. [I][B]Immutable Form.[/B][/I] The golem is immune to any spell or effect that would alter its form. [B][I]Limited Magic Immunity.[/I][/B] The golem is immune to any spell or magical effect of 2nd level or lower. Additionally, it has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the golem has disadvantage on the attack roll. [I][B]Magic Weapons.[/B][/I] The golem’s weapon attacks are magical. [B][I]Shred Magic (3/Short Rest).[/I][/B] The golem can use a reaction at the end of its turn to remove one magical condition, effect, or spell it is suffering as if it had cast dispel magic at 8th level. [B][I]Siege Monster.[/I][/B] The golem deals double damage to objects and structures. [I][B]Trample.[/B][/I] If the golem moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone. If the target is prone, the golem can make one stomp attack as a bonus action. [B][U]ACTIONS[/U][/B] [I][B]Multiattack.[/B][/I] The golem makes two melee attacks. [I][B]Slam.[/B][/I] [I]Melee Weapon Attack[/I]: +15 to hit, reach 10 ft., one target. [I]Hit[/I]: 30 (4d10 + 8) bludgeoning damage and the target must make a DC 22 Strength saving throw or be knocked prone or pushed 15 feet, the golem's choice. [I][B]Stomp.[/B][/I] [I]Melee Weapon Attack[/I]: +15 to hit, reach 10 ft., one prone or Medium or smaller target. [I]Hit[/I]: 34 (4d12 + 8) bludgeoning damage and the target must make a DC 22 Strength saving throw or be knocked prone. [B][U]ELITE ACTIONS[/U][/B] Once the golem's elite trait is activated it can take an elite action, choosing from the options below, on its initiative count +10, or in place of one of its standard actions on its turn. [B]Crushing Slam.[/B] The golem makes a slam attack on a Large or smaller creature. On a hit, the creature is also grappled (escape DC 22). A creature grappled this way is also restrained and takes 22 (4d10) bludgeoning damage at the end of each of its turns. [B]Javelin Launcher (Recharge 4-6). [/B]The golem launches three adamantine javelins, making the following attack for each javelin: [I]Ranged Weapon Attack:[/I] +15 to hit, range 120/240 ft., one target. [I]Hit:[/I] 18 (3d6 + 8) piercing damage. --- [B]The Adamantine Golem as an Elite Encounter[/B] Fighting the Adamantine Golem is equivalent to taking on two CR 21 creatures in one encounter. Award a party 66,000 XP for defeating the Adamantine Golem. [/QUOTE]
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