Antimagic Vulnerability. While the golem is in the area of an antimagic field, it has vulnerability to damage. If targeted by dispel magic, the golem must succeed on a Constitution saving throw against the caster's spell save DC or else take necrotic damage equal to 15 × the spell's level. It has advantage on this saving throw.
Force Absorption. Whenever the golem is subjected to force damage that isn't dealt by a weave golem, it takes no damage and regains a number of hit points equal to the force damage dealt.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Innate Spellcasting. The golem's innate spellcasting ability is Constitution (spell save DC 23), and it has advantage on spellcasting ability checks. It can innately cast the following spells, requiring only somatic components:
At will: counterspell, dispel magic, identify
Magic Reflection. The golem has advantage on saving throws against spells and other magical effects. If the golem's saving throw succeeds and the spell is of 8th level or lower and only targets the golem (not an area), the spell has no effect on the golem and instead targets the caster.
Magic Weapons. The golem's weapon attacks are magical.
Sense Magic. The golem constantly benefits from the effects of the detect magic spell, and when it sees a creature casting a spell, it automatically knows what spell is being cast.
Multiattack. The golem can use its Teleport. It then makes three slam attacks.
Slam. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage plus 35 (10d6) force damage.
Teleport. The golem magically teleports to an unoccupied space it can see within 120 feet of it. Each creature of the golem's choice within 30 feet of its new location takes 14 (4d6) force damage.
Banish (Recharge 5–6). The golem targets one or more creatures it can see within 10 feet of it, then vanishes to a personal demiplane until the start of its next turn. Each target must succeed on a DC 23 Charisma saving throw or be magically banished to a different harmless demiplane for 1 minute. While there, a target is incapacitated. When the effect ends for a target, it reappears in the space it left or in the nearest unoccupied space if that space is occupied. A banished target repeats the saving throw at the end of each of its turns, ending the effect on a success.
Description
Golems are a type of construct crafted by mortal hands and the aid of magic described in the Monster Manual. A description of golem creation can be found in the text of the Manual of Golems magic item from the Dungeon Master's Guide, allowing player characters and villains alike to employ golemcrafting to their own ends.
Esoteric Golemcraft. The following golems are made of strange and unusual materials for the art of golemcrafting. The techniques used in their creation are unconventional and require specialized magic, and the manuals describing the creation of these golems are incredibly difficult to find. They might be lurking in ancient forgotten ruins, in the dusty bookshelves of secretive inventors, or inside magical vaults full of arcane treasures. You might find one of these golems, or one of their manuals, in the possession of an archfey, a master artificer, or a celestial trader.
Constructed Nature. A golem doesn't require air, food, drink, or sleep.
Weave Golem
Weave golems appear to be crafted from rippling folds of cloth that hover through the air, like a robe that moves on its own. In reality, these masterwork golems are crafted from the essence of pure magic -- the Weave.
Made of Magic Itself. Weave golems are often called the ultimate expression of golemcrafting. Though they seem to manifest a material form of cloth, their true nature is insubstantial and ethereal. Being made out of the arcane secrets of magic, they are more capable of true thought and consciousness than lesser golems but still lack an inner core of identity or self-awareness.
Born in the Feywild. A weave golem can only be created within the magically-rich world of the Feywild. No other plane can provide the energies needed to hold the golem together until it is finished. Once completed, the golem can travel freely, and the infusion of fey magic allows it to teleport and banish others.
Creation. A weave golem can be created using its own legendary variety of Manual of Golems. Creating a weave golem takes ten years and one day along with arcane materials worth 1,000,000 gp. In addition, the creator must expend a 9th-level spell slot, and that spell slot can't be regained for 2d4 years. A creature that can't use the Manual of Golems and still attempts to read it suffers the effects of the feeblemind spell (DC 23) instead of simply taking psychic damage, because of the utterly unfathomable nature of the content.
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