___
___
> ## Elemental Golem
>*Huge construct, unaligned*
> ___
> - **Armor Class** 20
> - **Hit Points** 565 (30d20 + 240)
> - **Speed** 40ft, fly 40ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|26 (+8)|10 (+0)|24 (+7)|10 (+0)|12 (+1)|1 (-5)|
>___
> - **Saving Throws** Str +14, Dex +8, Con + 13, Int +8, Wis +7, Cha +1
> - **Skills** Perception +13
> - **Damage Immunities** fire, cold, lightning, poison, psychic, bludgeoning, piercing, slashing from nonmagical weapons that aren't adamantine
> - **Condition Immunities** charmed, exhausted, frightened, paralyzed, poisoned
> - **Senses** Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 23
> - **Languages** Understands the languages of its creator but cannot speak
> - **Challenge** 30 (155000 XP)
> ___
> ***Elemental Absorbtion.*** Whenever the golem is subjected to fire, cold or lightning damage, it takes no damage and instead regains a number of hit points equal to the elemental damage dealt.
>
> ***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 golems attacks are magical.
>
> ***Reactive.*** The golems can take one reaction on every turn in Combat.
>
> ***Indisputable Focus.*** The golems can concentrate on 2 spell effects.
>
> ***Self-Repairing.*** If the golem starts with at least 1 hit point, it regains 20 hit points at the start of its turn. If it takes thunder damage, this ability doesnt function until the start of its next turn.
>
> ***Fire Aura.*** At the start of each of the golems turns, each creature within 15 feet take 17 (5d6) fire damage, and flamable objects in the aura that aren't being worn or carried ignite. A creature that touches the golem or hits it with a melee attack within 15ft take 17 (5d6) fire damage.
>
> ***Earth Aura.*** The golems has 5 rocks that act like shields that levitate around it. While they are active, the golem gets a +10 bonus to its AC. If an attack were to normally hit the golem it is blocked, one of its shields is struck and is destroyed, reducing the golems AC by 2. When there are no more active shields the effect ends until the golem takes a long rest.
>
> ***Water Aura.*** The golems has 5 buffets of freezing water that swirl around. Each of the buffets acts as a 4th level armor of agathys granting the golem 20 temporary hit points to reduce ranged attack damage and doing 20 points of cold damage to the attacker. The golem can also use one of the buffets for a watery grasp reaction. Once all of the buffets of water are used the effect ends until the golem takes a long rest.
>
> ***Air Aura.*** The golem controls the air around it to create a protective veil. Attack rolls against the golem have disadvantage until the golem loses over half its HP.
>
> ***Legendary Resistance (6/Day).*** If the golem fails a saving throw, it can choose to succeed instead.
>
> ### Actions
>
> ***Multiattack.*** The Elemental Golem makes 4 attacks using its Power fist, Rocket grab, or Peace Maker attack. It can replace four of these attacks with a No Escape or Elemental Attack of its choice.
>
> ***No Escape.*** The golem slaps the ground, casting a 'Bones of the Earth' spell. The golem can uproot a nearby pillar as a free action and begins to weild it like a club, the club breaks after 3 attacks or thrown.
>
> ***Power Fist.*** *Melee Weapon Attack:* +15 to hit, reach 15ft., one target. *Hit:*  26 (4d8+8) bludgeoning damage. The Golem can then make a grapple check. On success the creature is restrained in the golems hand.
>
> ***Rocket Grab.*** *Ranged Weapon Attack:* +15 to hit, reach 100ft., one target. *Hit:*  26 (4d8+8) bludgeoning damage. The Golem can then make a grapple check. On success the creature is restrained in the golems hand and its pulled in front of the golem.
>
> ***Peace Maker.*** *Melee Weapon Attack:* +15 to hit, reach 45ft., one target. *Hit:*  44 (8d8+8) bludgeoning damage.
>
> ***Elemental Attacks.***
>
> ***Flamethrower (Recharge 5-6).*** The golem shoots a jet fire in a 60-line cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 63 (18d6) damage on a failed save, or half as much damage on a successful one.
>
> ***Rock Blast (Recharge 5-6).*** The golem stomps of the floor launching a stone in the air and punching it, splitting it into smaller fragments like a shotgun shell. Each creature in a 15 cone must make a strengh save, A creature takes 52 (8d12) piercing damage on a failed save and are knocked prone, only half as much and not knocked prone on a success.
>
> ***Lightning Strike (Recharge 5-6).*** The golem hurls a magical Lightning Bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 18 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
>
> ***Hydrocannon (Recharge 5-6).*** *Ranged Spell Attack:* +15 to hit, reach 100ft., one target. *Hit:* 110 (20d10) bludgeoning damage
>

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___
___
> ### Reactions
>
> ***Watery Grasp.*** As a reaction, when a creature attacks or the golem makes an attack of opprotunity, the golem can use its aura of water and cast the 'Watery Sphere' spell on the creature (DC 18). Creatures in the sphere automatically fail saves against other aura damage until the watery sphere is destroyed or dispeled
>
> ***Cloak Of Air . *** As a reaction, when a creature you see misses you with a melee or ranged attack, you can use your reaction to redirect the attack and force the creature to attack itself.
>
> ***Melting Vengance.*** As a reaction, when a creature attacks the golem with a melee attack, the golem can cast a 'Heat Metal' spell on the creatures weapon or armor.
>
> ***Stones Cunning. *** As a reaction, the golem summons a wall of to protect itself. The wall reduces damage to the golem by 26 (4d8+8) points of damage, any further damage going towards the golem. The wall crumbles after this reaction is used.
>
> ### Legendary Actions
>
>The elemental golem can take legendary actions equal to the number of enemies battling it, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The elemental golem regains spent legendary actions at the start of its turn.
>
> ***Detect *** The Golem makes a Wisdom (Perception) check.
>
> ***Attack *** The Golem makes a power fist, rocket grab, or peace maker attack
>
> ***Elemental Attack (Costs 2 Actions). *** The Golem can make a elemental attack of its choice as long as its available
>
> ***Sonic Blast (Costs 3 Actions). *** Each creature within 15 feet must pass a DC 18 Constitution save or take 8d8 thunder damage and become stunned, Only take half damage on save and are not stunned.

.
> ##### What i stole from where
> Citing my sources and general inspiration
> 

>  * 
> **Avatar the Last Airbender** Avatar state for auras and elemental flavour
>  * 
> **Killer Instict (2016)** Aganos for Peace Maker attack, Rock Blast attack, No Escape ability, and flavor
>  * 
> **League of Legends** Blitzcrank for rocket pull attack and Sonic Blast Legendary action
>  * 
> **Critical Role** Indisputable Focus inspired by Dual Focus feat in taldorei guide
>  * 
> **Pokemon** For the attack Hydrocannon
>  * 
> **Mordenkainen's Tome of Foes** For the clock work self-healing


> **Monsters** 
>  * 
> **Iron Golem** Fire/Elemental Absorbtion, Immutable Form, Magic resistance and weapons abillites and chassis
>  * 
> **Balor** Fire aura ability 
>  * 
> **Adult Red Dragon** Fire breath for flamethrower ability, senses, and detect legendary action
>  * 
> **Marilith** Reactive ability
>  * 
> **Storm Giant** Lightning Strike ability
>  * 
> **Ras nsi** Flying shields for earth aura
>  * 
> **Mystic Class** Mastery of Wind Cloak of air ability and Air aura
>  * 
> **Ancestral Guardian Subclass** Spirit Shield inspiration for stones cunning ability.

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<div class='footnote'>Created by Boomstick55 with homebrewery.naturalcrit.com | Version 2.7.4</div>