Mage Hunter Golem

Tal'Dorei Campaign Setting: Reborn p. 242 (Third Party)

Size
Large
Type
construct
AC
20 (natural armor)
Hit Points
243 (18d10+144)
Speed
walk 30 ft., fly 20 ft.
Saving Throws
Wis +5, Cha +0
Skills
Perception +5
Immunities
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., truesight 30 ft.
Passive Perception
15
Languages
understands the languages of its creator but can't speak
Challenge
15
Lineage
Golem
STR
24
+7
DEX
9
−1
CON
26
+8
INT
3
−4
WIS
11
+0
CHA
1
−5

Traits

Proficiency Bonus

+5

Antimagic Cone

The golem creates an area of antimagic, as in the antimagic field spell, in a 60-foot cone originating from it. At the start of each of its turns, the golem decides which way the cone faces and whether the cone is active.

Immutable Form

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

Magic Absorption

Whenever the golem is subjected to a damage-dealing spell of 4th level or lower, it takes no damage and instead regains a number of hit points equal to the damage dealt.

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 uses its Antimagic Jolt and makes two melee attacks, or it makes three melee attacks.

Slam

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Claw (Recharge 5-6)

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage, and the target must succeed on a DC 16 Dexterity saving throw or have a magic collar placed upon its neck.

While the target wears the collar, it is magically prevented from speaking and cannot cast any spell. A successful DC 25 Dexterity check using thieves' tools removes the collar.

recharge

D5

Antimagic Jolt

Each creature within the golem's Antimagic Cone that has the ability to cast a spell of 1st level or higher must make a DC 18 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one.

Other data

description