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Hoard Golem 2014

CR 12 construct

Huge construct, unaligned


Armor Class
18 (natural armor)
Hit Points
161 (14d12+70)
Speed
40 ft.

STR22 (+6)
DEX15 (+2)
CON20 (+5)
INT3 (-4)
WIS11 (+0)
CHA1 (-5)

Saving Throws
Constitution +9
Skills
Athletics +10, Perception +4
Damage Immunities
poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities
charmed, exhausted, frightened, paralyzed, petrified, poisoned
Senses
darkvision 120 ft., passive Perception 14
Languages
understands the language of its creator but can't speak
Challenge
12 (8,400 XP) · Proficiency Bonus +4

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.

Strike with Awe.

Creatures within 120 feet of an immobile hoard golem suffer disadvantage on Wisdom (Perception) checks. A creature's sheer glee on discovering a vast hoard of treasure distracts it from its surroundings.

Actions

Multiattack.

The golem makes two slam attacks.

Slam.

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 39 (6d10 + 6) bludgeoning damage.

Thieving Whirlwind (Recharge 5–6).

The hoard golem transforms into a 20-foot radius whirlwind of the treasures of which it is composed. In this form, it has immunity to all slashing and piercing damage. As a whirlwind, it can enter other creatures' spaces and stop there. Every creature in a space the whirlwind occupies must make a DC 17 Dexterity saving throw. On a failure, a target takes 40 (6d10 + 7) bludgeoning damage and the whirlwind removes the most valuable visible item on the target, including wielded items, but not armor. If the saving throw is successful, the target takes half the bludgeoning damage and retains all possessions. The golem can remain in whirlwind form for up to 3 rounds, or it can transform back to its normal form on any of its turns as a bonus action.

Environments: Arctic or Tundra, Caves, Coast, Desert, Forest or Jungle, Grassland or Plains, Hills, Laboratory, Lake, Mountain, Ocean, Ruins, Sewer, Shadowfell, The Abyss, Astral Plane, Elysium, Ethereal Plane, Feywild, Hell, Material Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, Swamp or Marsh, Temple, Badlands, Tomb, Underworld, Urban

Other versions

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