b'Golem, Doom \n'b'  Family:   Golems  \n'b'  Large   construct ,  unaligned  \n'b'  Armor Class  17 (natural armor)  Hit Points  153 (18d10 + 54)  Speed  30 ft.\n'b' STATS STR: 24 (+7) DEX:  13 (+1)  CON:  16 (+3)  INT:  3 (-4)  WIS:  10 (+0)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  120 ft., passive  Perception  10  Languages  understands the languages of its creator but can\xe2\x80\x99t speak  Challenge  10 (5,900 XP) \n'b' Special Traits \n'b'\n'b'  Fear Aura . Any non-evil creature that starts its turn within 20 feet of the doom golem must make a DC 15  Wisdom  saving throw, unless the doom golem is incapacitated. On a failed save, the creature is  frightened  until the start of its next turn. If a creature\xe2\x80\x99s saving throw is successful, the creature is immune to the doom  golem\xe2\x80\x99s  Fear Aura for the next 24 hours. \n'b'  Luminous Skeleton . The doom golem sheds dim light in a 10-foot radius. \n'b'  Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b'  Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b'  Construct Nature . A golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The doom golem makes one bite  attack  and one doom claw attack. \n'b'  Doom Claw .  Melee Weapon Attack : +11 to hit, reach 10 ft., one target.  Hit : 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage. \n'b'  Bite .  Melee Weapon Attack : +11 to hit, reach 5 ft., one target.  Hit : 23 (3d10 + 7) slashing damage. \n'b'  Wind of Boreas (Recharge 5-6) . The doom golem releases an arctic wind in a 15-foot radius around itself or in a 30-foot cone. Each creature in that area must make a DC 16  Constitution  saving throw, taking 38 (11d6) cold damage on a failed save, or half as much damage on a successful one. \n'b'\n'b' Reactions \n'b'\n'b'  Doom Upon You . When a creature the doom golem can see within 60 feet of it hits it with a spell or  attack  that requires a  ranged attack  roll, the doom golem strikes the attacker with a doom bolt. The doom bolt is a shadowy reflection of the original attack, using the same attack roll and effects as the original, except it deals necrotic damage. \n'b'\n'b' About \n'b' One hears a doom golem long before one sees it; a wailing of despair, a whisper of fate, like a lesser incarnation of death itself. \n'b'  Winter Bound . Made of antlers, bone, and steel infused with winter spirits of death and destruction, doom golems are the creations of evil wizards and doomsday cults. They invariably include a hangman\xe2\x80\x99s rope, bones of an animal sacrificed to a dark god, and the captured final breath of a man sent to die in exile. A doom golem is animated by a trapped spirit of the arctic, which flees with a howl when the golem is destroyed. \n'b'  Glowing Bones . The golem\xe2\x80\x99s inner core glows blue, making it easy to see a doom golem after nightfall. Their bone frameworks are sometimes built with polar bear skulls or white dragon bones, and many have a pronounced hunch in their posture. \n'b'  Chorus of Fear . A doom golem\xe2\x80\x99s clattering bones make noise to terrify foes. Animals find the sound disquieting, but demons, goblins, and other creatures of evil are delighted by the ominous tones.'