Kryx RPGThemesMonsters

Iron Golem

Large construct
Challenge
16 (15,000 XP)

STR
7
DEX
−1
CON
5
INT
−4
WIS
0
CHA
−5

210
20d10+100
20
Soak
4
Fort
+5
Ref
+3
Will
−2
Defense note natural armor
Damage immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned

Speed 9 m.
Senses darkvision 35 m.
Languages understands the languages of its creator but can’t speak

Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains an amount of health equal to the fire damage dealt.

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.

Maneuvers. The iron golem uses maneuvers (maneuver save DC 20). It has 45 stamina dice which are d8s, a dice limit of 5, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice (rounded up) when it finishes a short rest, and knows the following maneuvers:

1 stamina die: bonecrush, debilitating crush, disorient, glancing blow, hammer through, hammering blow, hamstring, knockback, parry, slice through, spring attack, trip, whirling blade

2 stamina dice: swift strike, tremoring strike

Actions

Multiattack. The golem makes two attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 1.5 m. Hit: 20 (3d8 + 7) bludgeoning damage.

Sword. Melee Weapon Attack: +12 to hit, reach 3 m. Hit: 20 (3d8 + 7) slashing damage, or 23 (3d10 + 7) slashing damage if used with two hands.

Poison Breath (Recharge 5–6). The golem exhales poisonous gas in a 4.5-meters cone. Each creature in that area must make a DC 19 Fortitude saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.