Golem, Stained Glass

Stained-Glass Golem

Large construct, unaligned
Armor Class 14 (natural armor)
Hit Points 66 (12d10 + 36)
Speed 40 ft.
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 3 (–4) 11 (+0) 1 (–5)

Damage Vulnerabilities thunder
Damage Immunities radiant, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft.; passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 9 (5,000 XP)

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.

Radiant Absorption. Whenever the golem is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt.

Actions

Multiattack. The golem makes one slam attack and one stab attack.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage.

Stab. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 27 (4d10 + 5) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or have its hit-point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.

Dazzling Brightness. Any creature within 30 feet of the golem in bright light that sees it must make a DC 16 Constitution saving throw. On a failed save, the creature is stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the golem’s Dazzling Brightness for the next 24 hours.

Reflect Spells (Recharge 5-6). As a bonus action, the golem can align its internal structure to reflect spells as if it were wearing a ring of spell turning. The golem has advantage on saving throws against any spell that targets only it (not in an area of effect). In addition, if the golem rolls a 20 for the save and the spell is 7th level or lower, the spell has no effect on it and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

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