Acid Absorption: Each time this golem monster has been subjected to the acid injury and likewise it doesn’t take any sort of injury and as an alternative of the regains the variety of Hit factors that are equal to the acid injury dealt.
Berserk: So at any time when this clay golem monster capable of begin its flip with 60 Hit Factors or fewer and roll a d6. Even the golem goes loopy when it reaches 6 The golem additionally assaults the closest creature it could see on every flip throughout the berserk. If the creature is just too far-off to maneuver or assault, the golem will assault an object that has some preferences. As soon as the golem has reached the Berserk, it would proceed to assault smaller objects till it’s destroyed or regains all of its Hit Factors.
Immutable Kind: As per this the golem is proof against any spell or impact that will alter its common type.
Magic Resistance: Through the use of this magic resistance this golem has a bonus on Saving Throws in opposition to Spells and different magical Results.
Magic Weapons: The golem’s weapon assaults are largely magical.
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Multiattack: As per this multiattack this clay golem makes two slam assaults.
Slam: Through the use of this slam assault this dnd 5e monster could make a melee weapon assault: +8 to hit, attain 5 ft., one goal. Hit: 16 (2d10 + 5) bludgeoning injury. So, if this goal is a creature after which it have to be succeeded on a DC 15 Structure saving throw or else it will need to have its hit level most diminished by some quantity which is the same as the injury has taken. If this assault reduces its hit level most by 0., the goal might be killed. The discount will final till the Better Restoration spell, or every other magic removes it.
Haste (Recharge 5-6): Till the top of its subsequent flip, the clay golem can magically achieve the +2 bonus to its AC and likewise it has a bonus on the dexterity saving throws and likewise it could use its slam assault like a bonus motion.
Attributes Of Clay golem Monster DnD 5E
|AC||14 (Pure Armor)|
|Situation Immunities||Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned|
|Immunities||Acid, Poison, Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Assaults That Aren’t Adamantine|
|Languages||Understands The Languages Of Its Creator However Cannot Converse|
|Roll 0||Slam 1d20 + 8 2d10+5|
|Senses||Darkvision 60 Ft.|