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## Composite Golem The Composite golem was constructed in ancient times by dwarven battlesmiths, along with the help of sorcerers, who imbued the golem with their magic. The golem was constructed with two heavy iron fists, one of which was infused with the thunderous magic of sorcerers. The composite golem has a cannon attatched to its second fist, which was not infused with magic. The cannon launches a large spear like projectile. ___ ___ > ## Composite Golem >*Huge Construct, Neutral* > ___ > - **Armor Class** 16 (Natural Armor) > - **Hit Points** 200 > - **Speed** 25ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|8 (-1)|18 (+4)|12 (+1)|14 (+2)|4 (-3)| >___ > - **Saving Throws** Strength +9, Constitution +8 > - **Skills** Athletics +9 > - **Damage Vulnerabilities** Lightning > - **Damage Resistances** Slashing and Bludgeoning from nonmagical attacks, Cold, Acid > - **Damage Immunities** Poison, Psychic > - **Condition Immunities** Blinded, Poisoned > - **Languages** can understand common > - **Challenge** 11 (5,000xp) > - **Compound Body** The composite golem loses its body parts as it loses hit points. When the golem has lost 25% (50 hit points) of its health, it loses one arm. Roll a d6. On a 1-3, the golem loses its thundering fist, and on a roll of 4-6, it loses its iron fist. When the golem has lost 50% (100 hit points) of its health, it loses its second arm. When the golem has lost 75% (150 hit points) of its health, its chest opens, revealing a hidden force cannon. > ___ > > ### Actions > ***Multiattack.*** The composite golem makes 2 melee attacks. The golem cannot make the *Thundering Fist* or *Iron Fist* attacks twice in the same turn. > > ***Thundering Fist.*** *Melee Weapon Attack:* +9 to hit, Reach 5ft, one target. *Hit:* 14 (2d8+5) bludgeoning damage plus 11 (2d8+2) Thunder Damage. > > ***Iron Fist*** *Melee Weapon Attack:* +9 to hit, Reach 5ft, one target. *Hit:* 21 (4d8+3) Piercing damage. The target is pushed back 10ft if this is the only attack the composite golem makes this turn. > > ***Slam.*** *Melee Weapon Attack:* +6 to hit, Reach 5ft, one Target. *Hit:* 19 (4d6+5) bludgeoning damage. > > ***Arm Cannon.*** *Ranged Weapon Attack:* +7 to hit, Range 30/120ft, one target. *Hit:* 28 (4d10+6) Piercing Damage. > > ***Force Cannon (Recharge 5-6).*** The golem fires a blast of force in a 10ft wide, 30ft long line. Each creature in the line must make a Dc 14 dexterity saving throw, taking 52 (8d12) force damage on a failed save, or half as much on a success.