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Wreck-Golem

Large construct, unaligned

AC
15
HP
123
Speed
25
CR
4

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.

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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