Statue of Vergadain

Waterdeep: Dungeon of the Mad Mage p. 202

Size
Large
Type
construct
Alignment
unaligned
AC
17 (natural armor)
Hit Points
178 (17d10+85)
Speed
walk 30 ft.
Immunities
poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks 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
10
STR
22
+6
DEX
9
−1
CON
20
+5
INT
3
−4
WIS
11
+0
CHA
1
−5

Traits

Immutable Form

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

Magic Resistance

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

Magic Weapons

The statue's weapon attacks are magical.

Magic Theft

As a bonus action, the golem targets one creature it can see within 30 feet of it. The target must succeed on a DC 17 Charisma saving throw, or all magic items in its possession are teleported to the bottom of the pit in area 31.

Actions

Multiattack

The statue makes two slam attacks.

Slam

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Slow (Recharge 5-6)

The statue targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target 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