Monster
Hammer-Handed Golem
Outside your table’s allowed sources
Official reference · WDMM · 2014
- Creature type
- Construct
- Size
- Large
- Armor class
- 17 (natural armor)
- Hit points
- 178 (17d10 + 85)
- Speed
- Walk 30 ft.
- Challenge rating
- 10
- Alignment
- Unaligned
- Strength
- 22
- Dexterity
- 9
- Constitution
- 20
- Intelligence
- 3
- Wisdom
- 11
- Charisma
- 1
- Passive Perception
- 10
- Senses
- darkvision 120 ft.
- Languages
- understands the languages of its creator but can't speak
- Immunities
- poison, psychic, immune: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't adamantine; cond: True
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Traits
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.
Actions
Multiattack
The golem makes two mallet attacks.
Mallet
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target must succeed on a DC 17 Constitution saving throw or be stunned until the end of its next turn.
Slow (Recharge 5–6)
The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.