Cobalt Golem
Tal'Dorei Campaign Setting: Reborn p. 240 (Third Party)
- Size
- Huge
- Type
- construct
- AC
- 21 (natural armor)
- Hit Points
- 300 (24d12+144)
- Speed
- walk 40 ft.
- Immunities
- fire, lightning, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses
- darkvision 120 ft.
- Passive Perception
- 10
- Languages
- understands the languages of its creator but can't speak
- Challenge
- 18
- Lineage
- Golem
Traits
Proficiency Bonus
+6
Conductive Body
Whenever the golem is subjected to lightning damage, it takes no damage. Instead, its weapon attacks deal an extra 11 (2d10) lightning damage until the end of its next turn. Also until the end of the golem's next turn, any creature that touches it or hits it with a melee attack while within 5 feet of it takes 11 (2d10) lightning damage.
Immutable Form
The golem is immune to any spell or effect that would alter its form.
Magic Resistance
The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons
The golem's weapon attacks are magical.
Actions
Multiattack
The golem makes two attacks: one with its slam and one with its sword, or it uses its Magnetic Pulse and then its Spinning Cleave.
Slam
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage.
Sword
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) slashing damage.
Spinning Cleave
The golem makes a sword attack against each creature within 10 feet of it.
Magnetic Pulse (Recharge 6)
The golem raises its arms and unleashes a magnetic pulse. All unattended metal objects within 30 feet of it are pulled to an unoccupied space within 5 feet of the golem. Each creature wearing metal armor or made of metal within 30 feet of the golem must succeed on a DC 20 Strength saving throw or be pulled to an unoccupied space within 5 feet of the golem, then fall prone.
recharge
D6