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Chain Golem

Large construct, unaligned

AC
14
HP
133
Speed
30
CR
5

When the customs hulk paid off its chain-gangs, the harbour chains stayed behind, still shackled to nothing. A chain golem is that leftover iron given orders again: it holds what it catches and walks it down into the mud.


Armor Class 14 (harbour chain)

Hit Points 133 (14d10 + 56)

Speed 30 ft.


STR
18 (+4)
DEX
8 (-1)
CON
18 (+4)
INT
3 (-4)
WIS
10 (+0)
CHA
1 (-5)

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages understands Common but cannot speak

Challenge 5


Traits

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Double Grapple. The golem has two chain arms, each of which can grapple only one creature.

Harbour Drag. As a bonus action, the golem drags each creature it is grappling up to 15 feet toward the water or mud of its choice. A dragged creature does not provoke opportunity attacks from this movement.

Actions

Multiattack. The golem makes two chain slam attacks.

Chain Slam. Melee Attack Roll: +7, reach 10 ft. Hit: 17 (3d8 + 4) Bludgeoning damage, and the target is grappled (escape DC 15) if it is Large or smaller.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022