The Vonindod

Gargantuan construct (titan), lawful neutral


  • Armor Class 21 (natural)
  • Hit Points 656 (32d20 + 320)
  • Speed 50 ft., fly 100 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) 11 (+0) 11 (+0) 11 (+0)

  • Damage Immunities acid, cold, fire, lightning, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands Giant and Draconic, but does not speak
  • Challenge 30 (155,000 XP)

Elemental Absorption. Whenever the golem is subjected to acid, cold, fire, lightning, or poison damage, it takes no damage and instead regains a number of hit points equal to the damage dealt.

Legendary Resistance (3/day). If the Vonindod would fail a saving throw, it can choose to succeed it instead.

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 Vonindod makes two fist attacks.

Fist. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) bludegoning damage.

Death Ray (Recharge 5-6). One creature within 300 feet of the Vonindod must succeed on a DC 29 Constitution saving throw or take 130 (20d12) force damage, taking have as much on a success. If the damage reduces the creature to 0 hit point, its body is disintegrated. A dragon targeted by this effect has disadvantage on the save and cannot use its legendary actions (if it has any) on a failed save.

Legendary Actions

The Vonindod can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Vonindod regains spent legendary actions at the start of its turn.

Attack. The Vonindod makes a fist attack.

Move. The Vonindod moves up to its speed without provoking opportunity attacks.

Intensify Gravity (Costs 2 Actions). The Vonindod magically increases the pull of gravity in a 100 foot radius sphere centered on itself. Until the end of its next turn, flight is impossible (all airborne creatures descend to the ground within 1 round without taking damage). Additonally, all grounded creatures move at half their normal speed.