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  .phb{
    width : 210mm;
    height : 296.8mm;
  }
</style>

<img 
  src='https://i.imgur.com/AskG4Iu.jpg' 
  style='position:absolute; top:-68px; right:-27px; width:846px' />
  
  <img
   src='http://i.imgur.com/cPPYV7h.png'
  style='position:absolute;top:215px;left:00px;width:840px; transform:scaleY(-1)' /> 
  
  <div style='margin-top:465px'></div>

<!--

Off CR 10
Ballista CR 10
Multiattack CR 10

Def CR 16
hp 175
HP x1.5 Immunities
Hp 263

AC 22
AC+2 Magic Resistance
AC 24 

Total CR 13

-->

  ## Siege Golem
  
One well-known weakness of siege artillery is its vulnerability to infantry assault. Though it can easily smash through structures and troops alike, and prove  a terrifying sight for troops on the battlefield - or even those sheltered within fortifications - all strategists worth their salt know that once troops close on the machinery, it is a simple task to either capture or destroy it.  

One particularly spectacular way to remedy this age old weakness involves the mounting a gigantic ballista atop an equally gigantic golem, constructed especially for this purpose. The golem, often in excess of 25 feet tall, towers above other troops, even when crouched, ready to fire.  

Instead of the giant crossbow being dependant upon a crew to operate it, the golem is able to carry, load and aim the mighty device by itself. By utilising the golem’s titanic strength in this way, far larger, and far more dangerous bolts can be fired, bolts that look more like small trees than anything more typically launched from a ground-based and crewed ballista.  

Once the golem has done its work softening up the target’s defences, it can then use its huge, tough body to slowly advance, acting as a shield for dozens of allied forces, protecting them from the defender’s ranged weaponry and allowing them to assault and capture fortifications while the golem continues its devastating advance and brutal deconstruction of whatever fortifications still remain.  

Any infantry that manage to survive the mighty bolts and get close enough to attack, find themselves facing a colossus of a golem, just as capable at flattening troops with its giant fists as it is launching long range destruction with the monstrous weapon on its back.
 
***Constructed Nature.*** A golem doesn't require air, food, drink, or sleep.

<br>

<div style='margin-top:255px'></div>

___
> ## Siege Golem
>*Gargantuan construct, unaligned*
> ___
> - **Armor Class** 22 (natural armour)
> - **Hit Points** 175 (10d20 + 70)
> - **Speed** 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|29 (+9)|14 (+2)|24 (+7)|3 (-4)|11 (+0)|1 (-5)|
>___
> - **Damage Immunities** fire, 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 the language of its creator but can't speak
> - **Challenge** 13 (10,000 XP)
> ___
> ***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.
>
> ***Siege Monster.*** The golem deals double damage to objects and structures.
>
> ### Actions
> ***Multiattack.*** The golem makes two slam attacks.
>
> ***Slam.*** *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 20 (2d10 + 9) bludgeoning damage.
>
> ***Siege Ballista (Recharge 4-6).*** *Ranged Weapon Attack:* +7 to hit, range 120/480 ft., one target. *Hit:* 99 (15d12 + 2) piercing damage, and the target must succeed on a DC 22 Strength saving throw or be pushed 15 feet away from the golem and knocked prone.

<div class='footnote' style='position:absolute;bottom:30px;right:60px'>#### Created by u/1d6Adventurers for /r/MonsteraDay
Artwork by [Caio Monteiro](https://caiommonteiro.artstation.com/projects/R9ELv)</div>