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Golem, Tar 2014

CR 7 construct

Medium construct, unaligned


Armor Class
14 (natural armor)
Hit Points
119 (14d8+56)
Speed
30 ft., climb 30 ft.

STR18 (+4)
DEX9 (-1)
CON18 (+4)
INT7 (-2)
WIS10 (+0)
CHA5 (-3)

Saving Throws
Skills
Perception +0
Vulnerabilities
cold
Damage Immunities
fire, poison, psychic; nonmagic bludgeoning, piercing, and slashing attacks not made with adamantine weapons
Condition Immunities
charmed, exhaustion, frightened, petrified, poisoned, prone
Senses
darkvision 60 ft., passive Perception 10
Languages
understands the languages of its creator but can't speak
Challenge
7 (2,900 XP) · Proficiency Bonus +3

Construct Nature.

Doesn’t require air food drink or sleep.

Fire Hazard.

When it takes fire it bursts into flame. Golem continues burning until it takes cold is immersed in water or uses Quench. A creature that touches burning golem or hits it with melee attack while within 5 ft. of it: 5 (1d10) fire. While burning golem’s weapon attacks deal extra 5 (1d10) fire on a hit.

Hardened Tar.

If it takes cold in the same round it is reduced to 0 hp it is paralyzed for 1 min remaining alive. If it takes fire while paralyzed it regains a number of hp equal to the fire dealt. Otherwise it dies when the condition ends.

Immutable Form.

Immune: form-altering spells/effects.

Magic Resistance.

Advantage: spell/magic effect saves.

Magic Weapons.

Weapon attacks are magical.

Noxious Smoke (Burning Only).

While burning gives off poisonous fumes. A creature that starts its turn within 5 ft. of burning golem: poisoned as it remains within 5 ft. of golem and for 1 round after it leaves the area (DC 13 Con negates).

Spider Climb.

Difficult surfaces even ceilings no ability check.

Bonus Actions

Quench.

Puts out fire on it deactivating Fire Hazard.

Draw Flames.

Extinguishes up to 10 ft. cube of nonmagical fire within 5 ft. of it drawing fire into itself and activating its Fire Hazard.

Source: Tome of Beasts 3 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details