Astral Armor - untested Spell in Eldrais | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Astral Armor - untested

!! Needs to be tested in game !!

reckless attack?

Effect

As a bonus action, you cause the living rock to grow rapidly around you, transforming yourself into Golem Armor. The transformation lasts until the spell ends, is dismissed or the armor is reduced to 0 hit points.   You are able to cast through the golem. If you are concentration on a spell while in golem form and take damage equal to or above 35 points in one attack, you must make a concentration check. You get a +6 to this roll.   The spell fails upon casting if there is not enough unoccupied space around you for the golem armor.

Golem Armor CR: same level as controller

Huge , any
Armor Class: 18
Hit Points: 161 (14d12 +70) 14d12+70
Speed: 50 ft

STR

26 +8

DEX

8 -1

CON

20 +5

INT

-5

WIS

-5

CHA

-5

Damage Resistances: thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: lighting, poison, psychic
Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconcious
Senses: Same as the controller
Challenge Rating: same level as controller

Psychic Backlash. When a creature hits the golem with a melee or ranged attack, the attacker takes 2d6 psychic damage.

Siege. The golem armor deals double damage to objects and structures.

Psychic Link. The golem armor uses the senses and mental ability scores of the user as if it were its own. In addition, any attacks the golem makes uses the spell attack modifier for attack rolls and the spell save DC for other abilities.

Actions

Smash. Melee Weapon Attack: +your spell attack modifier to hit, reach 15 ft., one target. Hit 24(3d10+8) bludgeoning damage plus 18 (4d8) force damage.

Lash. (Recharge 5-6) The golem pulls one of the strings of the planar sea to reverberate violently. As a result, a blast wave in the form of a 30-foot cone emanates from the golem. Each creature in the area must make a dexterity saving throw. The DC is calculated using your spell save. On a failed save, the target takes 28 (8d6) force damage and are pushed back 30 feet. On a successful save, the creature takes half damage and is not pushed back.

Material Components
living rock from the astral sea (worth at least 1,000gp)
Related School
Astral
Effect Duration
10 minutes
Effect Casting Time
1 bonus action
Range
Self
Level
8th

Comments

Please Login in order to comment!