Mage Hunter Golem
Tal'Dorei Campaign Setting: Reborn p. 242 (Third Party)
- Tamaño
- Grande
- Tipo
- construct
- CA
- 20 (natural armor)
- Puntos de golpe
- 243 (18d10+144)
- Velocidad
- walk 30 ft., fly 20 ft.
- Salvaciones
- Wis +5, Cha +0
- Habilidades
- Perception +5
- Inmunidades
- poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
- Inmunidad a estados
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Sentidos
- darkvision 120 ft., truesight 30 ft.
- Percepción pasiva
- 15
- Idiomas
- understands the languages of its creator but can't speak
- Desafío
- 15
- Linaje
- Golem
Rasgos
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.
Acciones
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.