THE SHARED REFERENCE Adventurer

Monster

Glasswork Golem

Outside your table’s allowed sources

Official reference · WBtW · 2014

Creature type
Construct
Size
Medium
Armor class
13 (natural armor)
Hit points
36 (8d8)
Speed
Walk 30 ft.
Challenge rating
2
Alignment
Unaligned
Strength
13
Dexterity
10
Constitution
10
Intelligence
1
Wisdom
10
Charisma
1
Passive Perception
10
Saving Throws
dex: +2; con: +2; wis: +2
Senses
blindsight 60 ft. (blind beyond this radius)
Immunities
poison, psychic
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

Traits

False Appearance

If the golem is embedded in a window and motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the golem move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the golem is animate.

Immutable Form

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

Regeneration

The golem regains 10 hit points at the start of its turn. If the golem takes bludgeoning or thunder damage, this trait doesn't function at the start of the golem's next turn. The golem is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.

Unusual Nature

The golem doesn't require air, food, drink, or sleep.

Actions

Multiattack

The golem makes two Glass Sword attacks.

Glass Sword

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.

Bonus actions

Dazzling Light (Recharge 5–6)

Magical, colored light springs from the golem in a 15-foot cone. Each creature in the cone must succeed on a DC 10 Constitution saving throw or be blinded 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.

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