Way of the Wicked - AP of EEEEEvil
Mad Alchemical Golem
Artephius, Alchemical Golem
Large construct, unaligned
Armor Class 14 (natural armor)
Hit Points 133 (14d10 + 56)
Damage Immunities acid, poison, psychic; piercing, and slashing from nonmagical weapons that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 9
Alchemy Whenever Artephius strikes a foe, it deals 1d6 additional damage of a random type: fire, cold, poison, lightning .
Splash Any melee hit to Artephius deals 1 point of damage to the attacker of a random type: fire,cold, poison, lightning. If the attack was a critical hit, damage is increased to 1d6.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
Multiattack. Artephius makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d10 + 5 bludgeoning damage plus Alchemy
Bombs (Recharge 5-6). Ranged Weapon Attack +8 to hit, reach 30 ft., all targets in 20 ft. circle. Hit: 8d6 damage of random type: fire, cold, poison, lightning.
Anti-magic field (Recharge 6) As a reaction, Artephius can increase its magic resistance to let it succeed in all saves against spells and other magical effects, as well as Damage Immunity from all damage from spells until his next turn.