GROCK SOLID GOLEM
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Description
Tower-Club Golem
Standing like a walking fortress, the Tower-Club Golem is a hulking construct of stone and steel, its body carved from weather-worn blocks bound with glowing runes. In its hands rests a colossal club fashioned from the shattered remains of a siege tower — complete with jagged beams, rusted spikes, and splintered planks that still smell faintly of burnt pitch.
Each swing of the tower-club sends shockwaves through the ground, toppling walls and scattering enemies like leaves in a storm. Its hollow eyes burn with the magic of its creator, and deep within its chest, an arcane core hums with relentless power. The golem’s steps echo like drumbeats of war, heralding the destruction of all who stand before it.
Legends say these golems were once guardians of ancient citadels, awakened only when the kingdom faced certain ruin. Now, without masters, they roam battlefields and ruins alike, drawn to conflict like moths to flame.
Tower-Club Golem
Huge Construct, Unaligned
Armor Class 19 (natural armor)
Hit Points 231 (14d12 + 140)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 9 (-1) | 20 (+5) | 3 (-4) | 10 (+0) | 5 (-3) |
Saving Throws Con +9, Wis +4
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Siege Monster. The golem deals double damage to objects and structures.
Actions
Multiattack. The Tower-Club Golem makes two tower club attacks.
Tower Club. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit: 28 (4d10 + 7) bludgeoning damage. On a hit against a creature, that creature must succeed on a DC 17 Strength saving throw or be knocked prone.
Ground Slam (Recharge 5–6). The golem slams its tower-club into the ground, creating a shockwave in a 20-foot radius. Each creature in that area must make a DC 17 Dexterity saving throw, taking 35 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that fail are also knocked prone.
License
You shall not share, sub-license, sell, rent, host, transfer, or distribute in any way the digital or 3D printed versions of this object, nor any other derivative work of this object in its digital or physical format (including - but not limited to - remixes of this object, and hosting on other digital platforms). The objects may not be used without permission in any way whatsoever in which you charge money, or collect fees.




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