Glasswork Golem

The Wild Beyond the Witchlight p. 193

Tamaño
Mediano
Tipo
construct
Alineamiento
sin alineamiento
CA
13 (natural armor)
Puntos de golpe
36 (8d8)
Velocidad
walk 30 ft.
Salvaciones
Dex +2, Con +2, Wis +2
Inmunidades
poison, psychic
Inmunidad a estados
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Sentidos
blindsight 60 ft. (blind beyond this radius), passive perception 10
Desafío
2
Linaje
Golem
FUE
13
+1
DES
10
+0
CON
10
+0
INT
1
−5
SAB
10
+0
CAR
1
−5

Rasgos

Proficiency Bonus

+2

False Appearance

If the golem is embedded in a window and motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the golem move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the golem is animate.

Immutable Form

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

Regeneration

The golem regains 10 hit points at the start of its turn. If the golem takes bludgeoning or thunder damage, this trait doesn't function at the start of the golem's next turn. The golem is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.

Unusual Nature

The golem doesn't require air, food, drink, or sleep.

Acciones

Multiattack

The golem makes two Glass Sword attacks.

Glass Sword

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.

Dazzling Light (Recharge 5-6) (Bonus Action)

Magical, colored light springs from the golem in a 15-foot cone. Each creature in the cone must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A creature 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