
Fantasy
wolrd of multiple realms a fusion of science and fantasy where a race for dominance will take place
Author's Note: the dunhillian empire is not to be trusted,except renia (the second heir and next to the throne to dunhill) the dunhillian empire compose of a race of vampire that surpassed their weaknesses by the help of an anceint spirit imprisond outside the realms called (Vmapkarr the tinity "3 souls of a perconified existence called domincance , fear and invulnarability whose made a pact with dunhill )
the other oppossing faction is the tepes collective (lead by Alucard) who is also a vampire who was granted the same invulnarability by another spirit from the same seclution of vampkarr but is a lawufl good called (" Korm" the comos master) who want to stop the tinity from erradicate all lives
Warning: there is an entity in deep space in a planet called poision world under the aliases of (poison master) whatere he says or do , its always for reason "definitly not good one"(but he will make sure you dont have other option)
advice: on the other corner there is a 4th wall breaking SEER who will give you advices(mostly controlled by the DM ) its good to take his advices
Played | 2 times |
Cloned | 0 times |
Created | 180 days ago |
Last Updated | 82 days ago |
Visibility | Public |
Clay Golem
CR 9•Large Construct

HP Range70 - 196 (Avg: 133)
AC14
XP5000
Details
Size | Large |
Type | Construct |
CR | 9 |
XP | 5000 |
Languages | understands the languages of its creator but can't speak |
Defenses
Armor Class | 14 |
HP Range | 70 - 196 (Avg: 133) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | , , , |
Condition Immunities | , , , , , |
Actions
Haste
Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
Multiattack
The golem makes two slam attacks.
Slam
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.