Bardur's Golem-Phase 1

Huge Golem, Chaotic Good

Armor Class 15 (Hammer, no Shield)

15 (Hammer, no Shield) Hit Points 50

50 Speed 25ft.

STR DEX CON INT WIS CHA 24 (+7) 11 (+1) 1 (-4) 7 (-1) 15 (+3) 11 (+1)

Condition Immunities None

None Senses Tremorsense, passive Perception 14

Tremorsense, passive Perception 14 Languages Common, Dwarven(Ancient)

Common, Dwarven(Ancient) Challenge 3

False Appearance. While remaining motionless, it is indistinguishable from a normal stone statue.

Stone Footing Unaffected by hindering terrain created by this creature.

Phase Change When reduced to 0 HP, this creature uses its Phase Change attack immediately.

Legendary Enemy This creature does not roll initiative. Instead, it takes a full turn on initiative 15 and 5. On initiative 10 and 0, it may make a single Hammerslam attack or a single move action.

Actions

Hammerslam. Melee Weapon Attack: 10-ft radius within reach, each creature. Hit: Dex save 15. If the target fails, 2d8+2 damage and the target is knocked prone and cannot take reactions until it's next round.

Sweeping Twirl. Melee Weapon Attack: +6 to hit, each creature in reach. Hit: 1d6+2 damage, and the target is knocked prone.

Drop the Hammer. Melee Weapon Attack: +4 to hit, reach 5ft., one prone target. Hit 2d6+2 damage, and the creature makes a DC 15 Con save. If it fails, target is unconcious for 1d4 rounds.

Phase Change. The Golem smashes the ground below it, breaking its hammer and causing the stone floor to crumble. Create a 20-ft radius of hindering terrain, and moving 60 ft. Move to Phase 2.