There comes a moment in every Dungeon Master’s life when their players’ characters grow up and become super powerful beings. That moment is quickly followed by the creation of super powerful monsters to knock ’em back down.
Mithral Golem
Huge construct, unaligned
Armor Class 21 (natural armor)
Hit Points 241 (21d12 + 105)
Speed 40 ft.
Abilities Str 27 (+8), Dex 19 (+4), Con 21 (+5), Int 3 (-4), Wis 11 (+0), Cha 1 (-5)
Damage Immunities damage from spells, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 21 (33,000 XP)
Alacrity. The mithril golem takes two actions per turn. The first action is at its normal initiative, and its second action is at its initiative minus 10. If the mithril golem is subjected to a slow spell, it is immune to the spell’s effects, but loses this trait for the spell’s duration.
Haste Absorption. Whenever the mithril golem is subjected to the haste spell, it is not affected, but instead gains 10 hit points at the start of each of its turns for the duration of the spell. The mithril golem is destroyed if it starts its turn with 0 hit points.
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.
Actions
Multiattack. The golem makes three melee attacks.
Slam. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.
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Art by Hearthstone.