Ball Bearing Golem

Large Construct

Armor Class 16

16 Hit Points 68(1d4 + 5)

68(1d4 + 5) Speed 40ft.

STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 20 (+5) 9 (+0) 11 (+1) 13 (+1)

Damage Immunities poison, psychic and piercing from non-magical weapons

poison, psychic and piercing from non-magical weapons Damage Vulnerabities electrical, force, thunder

electrical, force, thunder Damage Resistances slashing, necrotic

slashing, necrotic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned

charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned Senses passive Perception 10

passive Perception 10 Languages Gibberish, Latin

Gibberish, Latin Challenge 6 (321 XP)

Ball Bearings When hit by slashing, blunt or force damage the opposing square now has ball bearings in it. When dead covers 15' radius. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the saving throw.

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

Magic Weapons. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two slam attacks or fires three junk shots.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 3) bludgeoning damage.

Junk Shot. Ranged Weapon Attack: +6 to hit, reach 35ft., one target. Hit 5 (1d6 + 2)

Restrain. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Cluster of ball bearings weigh the target down. Disadvantage till removed.