Large Construct, Unaligned
Armor Class 20 (natural armor)
Hit Points 253 (22d10 + 132)
Speed 50 ft., fly 50 ft. (hover)
STR
26 (+8)
DEX
13 (+1)
CON
23 (+6)
INT
6 (-2)
WIS
13 (+1)
CHA
5 (-3)
Skills Perception +7, Stealth +13
Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 120 ft., Passive Perception 17
Languages Understands the languages of its creator but can't speak
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Darkness Absorption. If the golem starts its turn within darkness and has at least 1 hit point, it regains 15 hit points. If the darkness is magical darkness, the golem regains 25 hit points instead.

Dreamborn. The golem can perceive and understand the content of any telepathic communication that is used within 120 feet of it. In addition, it can't be surprised by creatures that have any form of telepathy, and it is immune to any effect that would sense its emotions or read its thoughts. Finally, while the golem is touching a sleeping creature, it can perceive the sleeper's dreams.

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

Incorporeal Movement. The golem can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

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

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

Psychic Absorption. Whenever the golem is subjected to psychic damage that isn't dealt by a shadow golem, it takes no damage and regains a number of hit points equal to the psychic damage dealt.

Shadow Sneak. While in dim light or darkness, the golem can take the Disengage or Hide action as a bonus action. While the golem is entirely within darkness, it is invisible.

Actions

Multiattack. The golem makes two melee attacks.

Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage plus 10 (3d6) psychic damage or, if the golem had advantage on the attack roll, 21 (6d6) psychic damage.

Sleep (Recharge 5–6). Up to five creatures that the golem can see must succeed on a DC 21 Wisdom saving throw or fall unconscious for 10 minutes and begin dreaming. This effect instantly ends for a creature if the creature takes damage or someone uses an action to wake it.

Description

Shadow golems are so rare that most scholars and even most golemcrafters regard them as nothing more than a myth or legend. However, those who seek out forbidden lore might learn the truth: that these legendary golems with bodies of darkness are frighteningly real.

Made from Dark Dreams. A shadow golem's body is formed out of darkness, but not darkness alone. To hold the darkness together, the golemcrafter must weave the shadows with psychic energy taken from dreams, ideas, and memories that are corrupted with darkness. These dark dreams might be conventional nightmares stolen from a sleeping mind, traumatic memories from broken souls, or the twisted desires of evil individuals. Because of this infusion of psychic energy, shadow golems have more capable minds than most other golems, and they are imbued with psychic abilities such as being able to view dreams, hear telepathy, and put creatures to sleep.

Shadowfell At Night. A shadow golem can only be crafted within utter darkness, and only in the dark plane known as the Shadowfell. If the golem is exposed to any light or taken to another plane during the crafting, the whole process is ruined and must be started again using fresh materials. In addition, the crafting must be done while the sun is set. Any crafting done while the sun is up is counter-productive, wasting materials, damaging the golem, and forcing the crafter to spend additional nights fixing the damage before the golem will operate.

Creation. A shadow golem can be created using its own legendary variety of Manual of Golems. Creating a shadow golem takes 1 year and materials obtained from the Shadowfell worth 250,000 gp. A creature that can't use the Manual of Golems and still attempts to read it takes four times as much psychic damage as normal and becomes cursed with blindness that lasts until it is dispelled, because of the nature of the forbidden content and the unfathomable darkness contained within.

BenevolentEvil

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