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Talas-Kashar Golem in Dungeons & Dragons 5e

Talas-Kashar Golem

Medium construct, unaligned
Armor Class: 8 + Your Intelligence Modifier + Proficiency Bonus
Hit Points: 2 + your Intelligence modifier + 4 times your Inscriptor level (the golem has a number of Hit Dice [d8s] equal to your Inscriptor level)
Speed: 30 Feet , climb: 20 Feet

STR

16 +3

DEX

16 +3

CON

14 +2

INT

6 -2

WIS

6 -2

CHA

6 -2

Damage Resistances: Fire
Damage Immunities: Necrotic, Poison, Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Passive Perception of 12   See Invisibility - The Talas-Kashar Golem can see invisible targets.
Languages: Understands the languages you speak
Proficiency Bonus: Inherits the Summoner's Proficiency Bonus

Emergency Protocols - The Talas-Kashar Golem, when it is at or below half of its maximum HP, rolls twice the damage dice for its attack rolls and moves twice as fast.   Wealdstone Armor - The Talas-Kashar Golem has an Armor Grade of 2. Any damage dice in a non-magical physical attack that land on a 2 or lower are ignored.

Actions

Clawstrike - As a melee attack, the Talas-Kashar Golem strikes with its left claw arm, dealing 2d6 AP III Slashing damage on a successful hit.   Force Displacer Arbalest - The Talas-Kashar golem makes a ranged weapon attack with its right arm, dealing 2d6 Force damage on a successful hit. The target is pushed up to 10 feet in a straight line away from the golem. The range of the push is doubled when the Emergency Protocols feature is active. If the target collides with a wall, it takes falling damage.   Grappling Claw - The Talas-Kashar golem can attempt to grapple a target within 15 feet of it by making a melee attack roll against the chosen target. The chosen target, if they are of medium size or smaller, is pulled to the golem, as the claw magnetically retracts back into the golem's arm. The target must make a Strength saving throw against the Summoner's Spellcasting DC or be restrained. It may make a Strength saving throw on each of its turns to escape the grapple.

Bonus Actions

Forceful Kick - The Talas-Kashar golem makes a melee attack with its feet, dealing 1d6 AP III Bludgeoning damage on a successful hit, while simultaneously pushing the target up to 5 feet in a straight line away from the golem. The range of the push is doubled when the Emergency Protocols feature is active.

Reactions

Intercepting Shot - If a hostile target that the golem can see makes a ranged weapon attack against an allied target, the Talas-Kashar golem can make a contested attack roll against it to attempt to stop the attack as a reaction, dealing 1d6 Force damage on a successful hit and preventing the hostile target from firing. A contested attack roll means that you must roll higher than the attacker did to succeed in countering the hostile weapon attack.

A digitigrade golem of brass and wealdstone that launches a projectile which can displace opponents. The lower its health, the faster it moves. It can also perform a melee attack with its left hand with which it can grapple opponents.

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