Doom Golem
Any non-evil creature that starts its turn within 20 feet of the doom golem must make a DC 15 Wisdom saving throw, unless the doom golem is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the doom golem’s Fear Aura for the next 24 hours.
The golem is immune to any spell or effect that would alter its form.
The doom golem sheds dim light in a 10-foot radius.
The golem has advantage on saving throws against spells and other magical effects.
The golem’s weapon attacks are magical.
Actions
The doom golem releases an arctic wind in a 15-foot radius around itself or in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 38 (11d6) cold damage on a failed save, or half as much damage on a successful one.
Reactions
Doom Golem
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