Blazing Overcharge. If the golem goes below 100 hit points, its arcane powered core overcharges, setting it on fire. While overcharging, the golem deals an additional 2d6 fire damage with its attacks, and every creature that hits it with a melee attack takes 2d6 fire damage. A creature grappling or grappled by the golem takes 2d6 fire damage at the beginning of its turn. For the duration of this effect, the golem becomes a bit more brittle - while overcharging, the golem has a Resistance to bludgeoning, piercing and slashing from nonmagical attacks that aren't Adamantine instead of an immunity. 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.
Multiattack. The golem makes two melee attacks. Chain Slam. Melee Weapon Attack: +12, Reach 15 ft., one target Hit: 18 (2d10+7) 2d10+7 bludgeoning damage A creature hit by one of the golem's chain slam attacks must roll a DC 17 strength saving throw or be knocked prone and pulled 10 ft. towards the golem. Rain of Rust (Recharge 6). The golem starts spinning in place raining chain rust in a 15-foot radius around itself. Each creature in that area must make a DC 17 Constitution saving throw, becoming paralyzed on a failed save for 1d4 rounds. A creature that saves can't be affected by Rain of Rust from the same golem during the next 24 hours. In addition, if the golem is under the effect of Blazing Overcharge, it deals 2d6 damage to each affected creature, or half damage on a successful save.
Serving a Braythian spellcaster capable of creating golems, or a client of one who paid well for it.
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