This huge construct of black metal is all spikes and armor, save for several forge-like stacks that burn atop its crown and back.
Environment: Any
Organization: 1-4
Proficiency Score: +20
Huge; Neutral/Neutral; Construct
Armor Class: 42 (-1 Dex, +15 Natural Armor, -2 Size, +20 Proficiency Score)
Hit Points: 300 (30d10)
Speed: 30 feet
Initiative: -1
STR | DEX | CON | INT | WIS | CHA |
26 (+8) | 9 (–1) | – | – | 11 (+0) | 1 (–5) |
Saves:
- Fortitude +0, see Immunities
- Reflex +19
- Will +20
Skills: [none]
Immunities:
- Effects with the death, magical, mental, or necromancy tags
- Ability damage, disease, nonlethal damage, poison, and sleep
- Enervated, Fatigued, Paralysis, and Stunned conditions
- Any effects that require a Fortitude save (unless it is applicable to objects)
- Instant Death
Resistances:
- 15 against all damage
Senses: Passive Perception 30, dark vision 60 feet
Languages: Cannot speak, can understand commands in a single language
Fast Healing (10). An Adamantine Golem gains 10 hit points at the beginning of its turns unless brought to 0 hit points, see Rejuvenation.
Legendary Actions (2). An Adamantine Golem can use two extra actions per round. This action can be spent at any point in the round directly after a creature’s turn ends and before another begins.
Rejuvenation. An Adamantine Golem continues to regain hit points even when dropped to 0. If an Adamantine Golem has 0 hit points, it regains 10 hit points within 1d6 rounds from Fast Healing. The only ways to permanently destroy an Adamantine Golem are decapitating it with a weapon made with adamantine with a Vorpal Rune or using destructive magic, such as Disintegrate, or a mage with great power, such as Alter Reality, Miracle, Primal Phenomenon, or Wish. Destructive or powerful magic can only effect, and therefore destroy, an Adamantine Golem when it is at 0 hit points.
Actions
Slam. Melee Strike +28/+23/+18 (reach 15 feet, unarmed) with 7d10+8 bludgeoning damage. When an Adamantine Golem deals a critical hit, it automatically deals 7d10+8 damage to the target’s armor or shield in addition to the critical damage to the target.