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Homebrew

Heavy Iron Guard CR: 15

Large construct, neutral
Armor Class: 20
Hit Points: 243 (18d10 + 144)
Speed: 30 ft , fly: 20 ft

STR

24 +7

DEX

9 -1

CON

26 +8

INT

3 -4

WIS

11 +0

CHA

1 -5

Skills: Perception +5
Damage Immunities: Psychic; Bludgeoning, Piercing, and Slashing from nonmagical weapons that aren't silver
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: Darkvision 120 ft, Truesight 30 ft, Passive Perception 15
Languages: Understands the languages of its creator but can't speak
Challenge Rating: 15 ( 13,000 XP)
Proficiency Bonus: +5

  • Antimagic Cone: The Heavy creates an area of antimagic, as in the antimagic field spell, in a 60-foot cone originating from it. At the start of each of its turns, the golem decides which way the cone faces and whether the cone is active.
      • Immutable Form: The Heavy is immune to any spell or effect that would alter its form.
          • Magic Absorption:Whenever the Heavy is subjected to a damage-dealing spell of 4th level or lower, it takes no damage and instead regains a number of hit points equal to the damage dealt.
              • Magic Resistance: The Heavy has advantage on saving throws against spells and other magical effects.
                  • Magic Weapons: The Heavy's weapon attacks are magical.

Actions

  • Multiattack: The Heavy uses its Antimagic Jolt and makes two melee attacks, or it makes three melee attacks
      • Slam Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 20 (3d8 +7) bludgeoning damage.
          • Claw (Recharge 5 - 6) Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 11(1d8 +7) bludgeoning damage, and the target must succeed on a DC 16 Dexterity saving throw or have a magic collar placed upon its neck. While the target wears the collar, it is magically prevented from speaking and cannot cast any spell. A successful DC 25 Dexterity check using thieves' tools removes the collar.
              • Antimagic Jolt: Each creature within the Heavys Antimagic Cone that has the ability to cast a spell of 1st level or higher must make a DC 18 Wisdom saving throw, taking 21(6d6) psychic damage on a failed save, or half as much on a successful one.
                • The heavy version of Dwaremwen's Iron Guard. These constructs are fierce in their defense of the city and the Iron-Hammer Clan. Equipped with numerous methods, both magical and mundane, to ensure that protection, few ever live to tell their tale of going up against the Heavies.

Created by

EternalDM.

Statblock Type

Monster

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