RavenJovan
2016-03-11, 02:40 PM
ICE GOLEM
Large, Construct
Armor Class: 22
Hit Dice: 126 (12d10+60)
Speed: 30 ft.
STR: 25 (+7) DEX: 10 (+0) CON: 20 (+5) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5)
Damage Vulnerabilities: fire
Damage Immunities: poison, psychic, cold; bludgeoning, piercing, and slashing from non-magical weapons that aren't adamantine
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 120ft., passive Perception 10
Languages: understands the languages of its creator but can't speak
Challenge Rating: 11
Cold Absorption: Whenever the golem is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold 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.
Cold Aura: Any creature that begins its turn within 20 feet of the golem takes 6 (2d6) points of cold damage.
ACTIONS
Multiattack: The golem makes two slam attacks.
Slam: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 3 (1d6) cold damage.
Ice Shards: As an action, an ice golem can generate a spray of deadly ice shards from its body,all creatures within 10 feet make a DC 19 Dexterity saving throw taking dealing 6 (2d6) points of piercing damage and 3 (1d6) points of cold damage on a failure, or half as much on a success. In addition, living creatures must succeed on a DC 17 Constitution saving throw or be blinded for 1d4 rounds.
Thoughts and comments?
Large, Construct
Armor Class: 22
Hit Dice: 126 (12d10+60)
Speed: 30 ft.
STR: 25 (+7) DEX: 10 (+0) CON: 20 (+5) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5)
Damage Vulnerabilities: fire
Damage Immunities: poison, psychic, cold; bludgeoning, piercing, and slashing from non-magical weapons that aren't adamantine
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 120ft., passive Perception 10
Languages: understands the languages of its creator but can't speak
Challenge Rating: 11
Cold Absorption: Whenever the golem is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold 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.
Cold Aura: Any creature that begins its turn within 20 feet of the golem takes 6 (2d6) points of cold damage.
ACTIONS
Multiattack: The golem makes two slam attacks.
Slam: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 3 (1d6) cold damage.
Ice Shards: As an action, an ice golem can generate a spray of deadly ice shards from its body,all creatures within 10 feet make a DC 19 Dexterity saving throw taking dealing 6 (2d6) points of piercing damage and 3 (1d6) points of cold damage on a failure, or half as much on a success. In addition, living creatures must succeed on a DC 17 Constitution saving throw or be blinded for 1d4 rounds.
Thoughts and comments?