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Golem, Mud

by Sheldon Morris

Medium construct, unaligned
Armour Class 10
Hit Points 67 (9d8 + 27)
Speed 30 ft.

19 (+4)|10 (+0)|17 (+3)|3 (-4)|8 (-1)|1 (-5)
Damage Immunities acid, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages of its creator but can't speak
Challenge 4 (1,100 XP)

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

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

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

Mud Glide. The golem can swim through, stand on, or submerge itself, in mud and quicksand without sinking. It uses its swim speed when it substances like mud or quicksand.

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage, . If the golem successfully hits one creature with two slam attacks in the same round, the target is grappled (escape DC 14). Until this grapple ends, the creature is smothered in mud and must hold its breath or suffocate. The creature must make a DC 13 Constitution saving throw or it runs out of breath. If the saving throw was a success, it must repeat this saving throw at the end of each of its turns until it is no longer grappled or it has failed. When a creature runs out of breath, it can survive for a number of rounds equal to its Constitution modifier (minimum 1 round). After these rounds have pasted, at the start of its next turn, the creature drops to 0 hit points and is dying.