Immunity Shuffle. The golem is resistant to all but one type of damage which its vulnerable to. This damage type starts with lightning and changes every 2 rounds in order of lightning, necrotic, acid, force, radiant, psychic, fire, thunder, cold, then poison. It starts over if combat lasts longer than 20 rounds.
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.
Siege Monster. The Abjuration Golem deals double damage to objects and structures.
Multiattack. The golem makes two melee attacks or one breath attack and one melee attack.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) damage. The damage type is the same type as it is vulnerable to. 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.
Sword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) damage. The damage type is the same type that the golem is vulnerable to.
Poison Breath (Recharge 6). The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 36 (8d8) poison damage on a failed save and be poisoned for 1 minute, or half as much damage on a successful one and are not poisoned. A creature who is poisoned by this effect can repeat this saving throw at the end of each of their turns ending the effect on a successful save.
Cold Breath (Recharge 5). The golem exhales lightning energy in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 36 (8d8) cold damage on a failed save and have their speed reduced by 15 feet for 1 minute, or half as much damage on a successful one and their speed is not affected. A creature whose speed is affected by this effect can repeat this saving throw at the end of each of their turns ending the effect on a successful save.
Description
This golem is constructed from magical glass that changes color with the golem's vulnerabilities.
- Green - Acid Damage
- Blue - Cold Damage
- Red - Fire Damage
- Clear - Force Damage
- Yellow - Lightning Damage
- Black - Necrotic Damage
- Purple - Poison Damage
- Pink - Psychic Damage
- White - Radiant Damage
- Orange - Thunder Damage
Created by an Master Abjurer to defend their academy of Magic. this Golem requires a team to take down.
Elemental Spirit in Material Form. The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, glassworking, or surgery. Sometimes a golem’s creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work.
After constructing the body from clay, flesh, iron, glass, or stone, the golem’s creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem’s creator.
Ageless Guardians. Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells.
A golems can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master.
Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can’t fulfill its orders, a golem might react violently — or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them.
A golem can’t think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can’t be reasoned with or tricked with words.
Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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5/26/2021 9:32:34 AM
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1267
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42
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1.1
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Coming Soon
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