Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Languages
understands the languages of its creator but can't speak
Resistances & Immunities
Traits
Fear Aura
Any non-evil creature that starts its turn within 20 feet of the doom golem must make a DC 15 Wisdom saving throw, unless the doom golem is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the doom golem's Fear Aura for the next 24 hours.
Immutable Form
The golem is immune to any spell or effect that would alter its form.
Luminous Skeleton
The doom golem sheds dim light in a 10-foot radius.
Magic Resistance
The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons
The golem's weapon attacks are magical.
Actions
Bite
+11 to hit, reach 5 ft (1.5 m). Hit: 3d10+7 slashing damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Doom Claw
+11 to hit, reach 10 ft (3 m). Hit: 2d6+7 plus 2d6 cold damage.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.
Multiattack
The doom golem makes one bite attack and one doom claw attack.
Wind of Boreas
The doom golem releases an arctic wind in a 15-foot radius around itself or in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 38 (11d6) cold damage on a failed save, or half as much damage on a successful one.
Reactions
Doom Upon You
When a creature the doom golem can see within 60 feet of it hits it with a spell or attack that requires a ranged attack roll, the doom golem strikes the attacker with a doom bolt. The doom bolt is a shadowy reflection of the original attack, using the same attack roll and effects as the original, except it deals necrotic damage.
About Doom Golem
Doom Golem is a large construct with a Challenge Rating of 10. It has a unaligned alignment.
In combat, this creature maintains an Armor Class of 17 and possesses 153 hit points (derived from 18d10+54).
Doom Golem has communication capabilities including understands the languages of its creator but can't speak. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Doom Golem
1 tips available
GM Tips: Using Doom Golem
When using Doom Golem in your D&D 5e campaign, consider these tactical approaches:
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Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.
Player Guide: Facing Doom Golem
1 strategies available
Player Guide: Facing Doom Golem
When your party encounters this creature, keep these strategies in mind:
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Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 10.
Solo Encounter:
A single character of level 13 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 11,000 XP
- Hard: 16,500 XP
- Deadly: 22,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Doom Golem?
- Doom Golem has a Challenge Rating of 10, making it appropriate for parties of level 10.0.
- What type of creature is Doom Golem?
- Doom Golem is a Large Construct, which affects how certain spells and abilities interact with it.
- What languages does Doom Golem speak?
- Doom Golem can communicate in understands the languages of its creator but can't speak.
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