Alchemist’s genius. The alchemical golem has alchemical substances generating inside of its body that take on elemental qualities. They cover ice, fire, lightning, and poison elements. Due to this nature it’s core courses this energy intermittently though it’s body giving it the property’s, as well as immunities, of this element.
roll a d4 each turn, 1 is lightning, 2 is fire, 3 is ice, and 4 is poison. Whichever number is roller gives the alchemical golem immunity time the damage type instead of resistance, and it’s melee attacks deal that type of damage on top of the syringe substance.
Multi-attack: The alchemical golem makes a slam attack and a syringe attack.
Slam attack: Melee Weapon Attack: +8 to hit, reach 10 ft., single target. Hit: 18 (3d6 + 3) [d4 damage type].
Alchemical syringe: roll a d4 for the syringe, then make a melee attack roll: +8 to hit, 2d6 piercing damage plus:
1: Lightning in a bottle: target takes 3d8 lightning damage and must succeed on a dc 12 con save or be stunned until end of golems next turn.
2: Firewater: target takes 3d8 fire damage and must succeed on a dc 12 con save or ignite, take 2d6 fire damage until put out at the start of each of that creatures turns.
3: Freezie-pop: target takes 3d8 cold damage and must succeed on a dc 12 con save or have its speed reduced by half until the end of its next turn.
4: fever dream: target takes 3d8 poison damage and must succeed on a dc 12 con save or fall unconscious for 1 hour or a lesser restoration spell or similar Magic is cast on it.
Elemental absorption: of the golem is hit with magic of the elemental type currently coursing through its system, it can expel excess energy in a 5 foot radius around it of the type. Any creature in this area must make a dc 14 dex save or take 2d10 of the damage type.
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Description
Typically used by skilled potion maker, this construct is well-suited to working with dangerous substances as well as harsh environments in order to retrieve much needed alchemical components.
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