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Keg Golem

Size
Medium
Type
Construct
Challenge Rating
3
Source
Creature Codex
Alignment
Unaligned
Armor Class
11
Speeds
30
Walking Speed
30
Strength Score
16
Dexterity Score
10
Constitution Score
16
Intelligence Score
8
Wisdom Score
7
Charisma Score
3
Vision
Darkvision (60ft)
Languages Ref
understands the languages of its creator but can't speak
Hit Points
45
Condition Immunities
Charmed, Exhaustion 1, Frightened, Paralyzed, Petrified, Poisoned
Resistances
Resistant to Non-Magical Damage, Immune to Poison Damage, Immune to Psychic Damage

Medium construct, unaligned


Armor Class 11 (natural armor)

Hit Points 45 (6d8+18)

Speed 30 ft.


STR
16 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
8 (−1)
WIS
7 (−2)
CHA
3 (−4)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine

Damage Immunities poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 8

Languages understands the languages of its creator but can't speak

Challenge 3 (700 XP)

Empty Keg. A keg golem holds 20 gallons of ale. If it runs out of ale or empties itself from ale blast, the golem's speed is reduced to 0 and it has disadvantage on all attack rolls until it is refilled with at least 1 gallon of ale.

Immutable Form. The keg golem is immune to any spell or effect that would alter its form.

Magic Resistance. The keg golem has advantage on saving throws against spells and other magical effects.

Rolling Charge. If the keg golem moves at least 15 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 13 Dexterity saving throw or be knocked prone. If the target is prone, the keg golem can make one slam attack against it as a bonus action.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Ale Blast (Recharge 5-6). The keg golem shoots a 1 gallon jet of ale in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw. On a failure, a target takes 9 (2d8) poison damage and is poisoned for 1 minute. On a success, a target takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.