Chain Golem
Large construct, unaligned
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 Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage, and the target is grappled (escape DC 15) if it is Large or smaller.





