This is homebrew, submitted by a member of the community.
Room Guard
Room Guard
Medium Creature, NeutralMedium Creature, Neutral
Actions
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8+6) bludgeoning damage.
Slow (Recharge 5–6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Lightning Breath (Recharge 5–6). Exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: [+10] to hit, reach 5 ft., one target. Hit: 19 ([3d8+6]) bludgeoning damage.
Slow (Recharge 5–6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Lightning Breath (Recharge 5–6). Exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 66 ([12d10]) lightning damage on a failed save, or half as much damage on a successful one.
Legendary Actions
Details
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