Kryx RPGThemesMonsters

Stone Golem

Large construct
Challenge
10 (5,900 XP)

STR
6
DEX
−1
CON
5
INT
−4
WIS
0
CHA
−5

178
17d10+85
17
Soak
3
Fort
+5
Ref
+2
Will
−2
Defense note natural armor
Damage immunities 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

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 stone golem uses maneuvers (maneuver save DC 18). It has 29 stamina dice which are d8s, a dice limit of 4, 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, knockback, spring attack

2 stamina dice: tremoring strike

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 1.5 m. Hit: 19 (3d8 + 6) bludgeoning damage.

Slow (Recharge 5–6). The golem targets one or more creatures it can see within 3 meters of it. Each target must make a DC 17 Will saving throw against this magic. On a failed save, a target is slowed 3 for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.