Keg Golem

Creature Codex (3pp)

Size
Medium
Type
construct (golem)
Alignment
unaligned
AC
11 (natural armor)
Hit Points
45 (6d8+18)
Speed
walk 30 ft.
Resistances
bludgeoning, piercing, slashing from nonmagical weapons that aren't adamantine
Immunities
poison, psychic
Condition Immunities
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
darkvision 60 ft.
Passive Perception
8
Languages
Understands the languages of its creator but can't speak
Challenge
3
Environment
mountain
STR
16
+3
DEX
10
+0
CON
16
+3
INT
8
−1
WIS
7
−2
CHA
3
−4

Traits

Empty Keg

A keg golem holds 20 gallons of ale. If it runs out of ale or empties itself from ale blast, the golem's speed is reduced to 0 and it has disadvantage on all attack rolls until it is refilled with at least 1 gallon of ale.

Immutable Form

The keg golem is immune to any spell or effect that would alter its form.

Magic Resistance

The keg golem has advantage on saving throws against spells and other magical effects.

Rolling Charge

If the keg golem moves at least 15 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 13 Dexterity saving throw or be knocked prone. If the target is prone, the keg golem can make one slam attack against it as a bonus action.

Actions

Slam

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Ale Blast (Recharge 5-6)

The keg golem shoots a 1 gallon jet of ale in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw. On a failure, a target takes 9 (2d8) poison damage and is poisoned for 1 minute. On a success, a target takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

recharge

D5

Other data

description