Illustration Xan Drake

Doom Golem

Creature Codex
Challenge 10
(5,900 XP)
Robinloft Estimated CR 9
Large construct, unaligned
Armor Class 17 (natural armor)
Hit Points 153 (18d10+54)
Speed 30 ft.
STR
24 (+7)
DEX
13 (+1)
CON
16 (+3)
INT
3 (-4)
WIS
10 (+0)
CHA
1 (-5)
Saving Throws
Skills
Damage Immunities cold, 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
Environments
Fear Aura.

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.

Immutable Form.

The golem is immune to any spell or effect that would alter its form.

Luminous Skeleton.

The doom golem sheds dim light in a 10-foot radius.

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 doom golem makes one bite attack and one doom claw attack.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Doom Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.
Wind of Boreas (Recharge 5–6).

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 Upon You. When a creature the doom golem can see within 60 feet of it hits it with a spell or attack that requires a ranged attack roll, the doom golem strikes the attacker with a doom bolt. The doom bolt is a shadowy reflection of the original attack, using the same attack roll and effects as the original, except it deals necrotic damage.

Doom Golem

Not yet described

Duplication and Templates

Want to make a new design starting from 'Doom Golem'? Want to apply a template?