Wreck-Golem
Large construct, unaligned
When the customs hulk was stripped, the shipbreakers left what would not burn and could not be sold: keel-timbers, chain, and ballast stone. The wreck-golem is that remainder, bolted upright by tide and spite, still guarding a cargo long since rotted. It walks through fences and flats alike, and whatever it was built to carry, it carries now as fists.
Armor Class 15 (natural armor)
Hit Points 123 (13d10 + 52)
Speed 25 ft.
- STR
- 17 (+3)
- DEX
- 9 (-1)
- CON
- 18 (+4)
- INT
- 3 (-4)
- WIS
- 11 (+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 4
Traits
Siege Monster. The golem deals double damage to objects and structures.
Tide-Bound. Difficult terrain made of mud, sand, or shallow water costs the golem no extra movement, and it cannot be knocked prone while standing in water.
Actions
Multiattack. The golem makes two heavy slam attacks.
Heavy Slam. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or be knocked prone.





