Crystal Golem

Waterdeep: Dungeon of the Mad Mage p. 210

Tamaño
Grande
Tipo
construct
Alineamiento
sin alineamiento
CA
17 (natural armor)
Puntos de golpe
178 (17d10+85)
Velocidad
walk 30 ft.
Inmunidades
poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine
Inmunidad a estados
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Sentidos
darkvision 120 ft.
Percepción pasiva
10
Idiomas
understands the languages of its creator but can't speak
Desafío
10
Linaje
Golem
FUE
22
+6
DES
9
−1
CON
20
+5
INT
3
−4
SAB
11
+0
CAR
1
−5

Rasgos

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.

Illumination

The golem magically sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light goes out when the golem is destroyed.

Light Intensity

Any creature that starts its turn within 10 feet of the illuminated golem and can see the golem must succeed on a DC 17 Wisdom saving throw or be blinded until the start of the creature's next turn.

A creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the golem until the start of its next turn, when it can avert its eyes again. If the creature looks at the golem in the meantime, it must immediately make the save.

Acciones

Multiattack

The golem 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 golem 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

Otros datos

description