{"name":"Forge Golem","challenge_rating":"8","xp":"","types":"Construct","pb":"+3","size":"Large","sizer":"NONE","languages":"understands the languages of its creator but can't speak","alignment":"unaligned","description":"Standing twelve feet tall, this imposing construct combines elements of classical golem design with forge machinery. Its metallic body bears the deep red-brown hue of weathered iron, etched with intricate runic patterns that pulse with amber light when it moves. Steam occasionally vents from joints in its armor, and the air around it shimmers with heat.\r\nIts broad chest houses what appears to be a miniature forge, glimpsed through gaps in its plating that glow with internal fire. Its hands are massive and articulated, capable of both delicate manipulation and devastating force, with visible mechanisms that allow them to detach and launch at enemies.\r\nThe golem's head is relatively small compared to its bulk, featuring a face forged to resemble an expressionless mask. Its eyes glow with the same amber light as its runes, brightening to orange when it channels power for its heat metal ability. A series of small smokestacks rise from its shoulders, occasionally releasing bursts of steam that create an intimidating silhouette.\r\nDespite its great mass, the golem moves with surprising grace, its joints working with the precision of finely tuned machinery. The complex interplay of plates and mechanisms that make up its form speaks to the masterful craftsmanship of its creation, while scorch marks and worn edges suggest long years of service in the ","suggested_environments":"Artificer Forge","armor_class":"18 (natural armor)","hit_points":"136hp [roll: 6d10 + 48]","strength":"20","dexterity":"8","constitution":"16","intelligence":"6","wisdom":"10","charisma":"5","base_movement_units":"30 ft","base_movement_in_ft":"","fly_movement_in_ft":"","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"","senses":"darkvision 120 ft., passive Perception 10","skills":"Athletics +8, Perception +3","saving_throws":" Str +8, Con +6","damage_vulnerabilities":"acid","damage_resistances":"","damage_immunities":"fire, poison, psychic, bludgeoning, piercing, and slashing from nonmagical attacks","condition_immunities":"charmed, exhaustion, frightened, paralyzed, petrified, poisoned","spellcasting":"","cast_at_will":"","cast_one_per_day":"Heat Metal (1\/Day). The golem's eyes glow with intense orange light as arcane energy flows through the runes etched in its metallic form. It targets one metal object it can see within 60 feet. The object glows red-hot for 1 minute. Any creature in physical contact with the object takes 9 (2d8) fire damage. Until the effect ends, the creature takes 9 (2d8) fire damage at the start of each of its turns unless it lets go of the object. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a DC 13 Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"Forge Breath (Recharge 5-6). The golem exhales a blast of electrical energy in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) lightning damage on a failed save, or half as much damage on a successful one.","actions":"[br]\r\n[b]Multiattack[\/b] The golem makes two attacks, using any combination of its slam and launching fist attacks.[br]\r\n\r\nSlam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) bludgeoning damage.[br]\r\n\r\nLaunching Fist. Ranged Weapon Attack: +8 to hit, range 30\/60 ft., one target. Hit: 13 (2d8 + 5) bludgeoning damage. The golem can use a bonus action to recall its fist. DC 15 strength saving throw or knocked prone","bonus_actions":"The golem can use a bonus action to recall its fist.","reactions":"Power Surge Shield. When the golem takes lightning damage, it can use its reaction to gain resistance to that instance of damage and store the energy. On its next turn, its first successful attack deals additional lightning damage equal to half the damage it received.","legendary_actions":"It can take 3 legendary actions\r\nMove (Costs 1 Action). The golem moves up to half its speed without provoking opportunity attacks.\r\n\r\nVent Steam (Costs 2 Actions). Steam erupts from the golem's vents. Each creature within 10 feet must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.\r\n\r\nPower Up (Costs 2 Actions). The golem's runes flare with energy. Its next attack before the end of its next turn deals an extra 7 (2d6) lightning damage.","lair_description":"","lair_actions":"Initiative count 20: activate conveyor belt[br]\r\nSteam Burst: Steam erupts from multiple floor vents in a 20-foot radius area chosen by the golem. The area becomes heavily obscured until the start of the next turn. Any creature that starts its turn in the steam takes 5 (1d10) fire damage.[br]\r\n","regional_effects":"","motivation":"","tactics":"Secondary Form:[br]\r\nWarforge titan[br]\r\nhttps:\/\/www.dndbeyond.com\/monsters\/486238-warforged-titan","image_gallery_id":"","source":"","tags":"construct, artificer, Eberron","isShared":"on","templateId":"2991","blockId":"1518753","world":"eabacda2-bc15-43e7-b99f-6c451a3e8a88","folder":"21609"}