Unleashed Magic- Any living creature within 60 feet of Corrupted Golem- Magal Form must make a Surge check after declaring the first attack or spell of 1st level or higher in their turn. The DC is 5, but is raised by 1 for each successful save. On a failed save, the target creature rolls on their designated table, and the DC returns to 5.
Magic Exodus- When Corrupted Golem- Magal Form reaches 0 HP, they burst in a last showing of their raw magical power. Everyone within 240 feet must make a DC Wis Save. On a failed save, the target suffers from two effects at random. On a successful save, the target suffers from one. A natural 20 or a roll higher than 25 allows the target to withstand the sheer magical blow and suffer no effects.
- Target creature takes 4d12 force damage from the raw, unstructured magic.
- They lose attunement to their magic items and cannot attune to any magic items. This save may be rerolled every seven days.
- Creature gain 1d3 levels of exhaustion.
- They may lose the ability to use magic. When casting a spell, calling on a magic item, or using a class/racial ability, they roll a 20. On a 5 or lower, the spell/effect fails. This goes away after 1d4 weeks.
- Unless they are in combat, their perception takes a -10 penalty as everything is doubled and blurry for the next 1d8 days. This magically goes away when fighting. Huh.
- Their memories are not sacred to magic that has no feelings. The last 1d4 weeks are forgotten, and the ability to make long-term memories is greatly impaired for the next 1d4 weeks. When trying to recall something learned or experienced, they must roll a DC 16 History check. This is not a roll with proficiency, even if they would otherwise be proficient. On a fail, the memory fails to be created, and that particular memory cannot be remembered save through magic such as a Wish spell. A Remove Curse can work, but the caster must succeed on a DC 20 Arcana check.
- Any magic cast upon them may change drastically. When they are the target of a spell, magic weapon, or magic effect, they roll a d20. On a 5 or lower, the effect/spell changes. A d4 is rolled to determine the effect:
- If damage is dealt, it's doubled. If healing was given, it's halved.
- The caster/wielder makes a DC 10 Int Save or can no longer cast that spell or use that effect/property for 72 hours. If it's a magic weapon, they lose attunement and cannot attune to it for 72 hours.
- The spell/effect fails, and the slot or charge is wasted. If it's a magic weapon attack, the attack succeeds, but the weapon's magical properties are suppressed for the round.
- Both target creature and the caster/wielder roll on the Wild Magic Surge table.
Construct's Awareness- Corrupted Golem- Magal Form does not need to sleep, eat, or breathe.
Embrace of Mana- Corrupted Golem- Magal Form has advantage on saves against spells and magic effects. In addition, all of their attacks are considered magical for the purposes of bypassing resistances and immunities.
Special Trait Name. Enter the description for your special trait.
Spellcasting. The [monster name] is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Corrupted Golem- Magal Form has the following spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Manic Absorption- May consume up to three crystals.
Fists- Melee Weapon Attack: +10 to hit, reach 10 ft., # target. Hit: # (2d# + #) [damage type] damage.
Foot- Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage.
Crystal Needles- Ranged Weapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.
Crystal Call- Corrupted Golem- Magal Form can use the magical forces within it in ways that are strange and less avoidable. One effect is chosen per use of Crystal Call. You may not use the same effect twice in a row, even through the means of a legendary action.
- Rage Ruby- 1 creature within 30 feet must make a DC 17 Wis Save or be filled with a feverish desire to battle. They are not able to distinguish friend from foe, and must spend their turn attacking the nearest creature (ties are determined at random). If they are not near enough to a creature (or have a ranged weapon), they spend their turn going to the closest target besides the golem. This save is rerolled at the end of their turns, ending this effect on a success.
- Blind Diamond- Everyone who needs to see within 60 feet must make a DC 17 Con Save or be blinded until the end of the golem's next turn.
- Sacrificial Sapphire- Corrupted Golem- Magal Form takes 2d8 force damage, which is not resisted, to sacrifice a piece of their body. Everyone within 60 feet must make a DC 17 Dex Save. On a fail, they take 3d8 necrotic, force, or psychic damage, and on a success, they take half. This damage ignores resistances, all but full cover, and the effects of an ability such as Evasion do not apply.
- Petrifying Magal (Recharge 5-6)- 1 creature within 30 feet must make a DC 17 Int Save or be stunned. When first stunned this way, nothing happens permanently to the body, but for each subsequent failure, the body becomes more and more crystalline. First, the legs and waist turn, then the torso and arms. Finally, the head is turned. The target becomes a Magal Statue with an AC of 18 and 80 HP. IF a body part is shattered, it cannot be restored except through a Wish spell, True Resurrection, or a spell such as Greater Restoration with a successful DC 20 Arcana check. When fully petrified, the target is treated as incapacitated. Only a Greater Restoration or Wish spell can restore a target to their original form.
Enter the description for how bonus actions work for your monster here.
Legendary Resistance- Corrupted Golem- Magal Form has three uses of this trait per 24 hours. If they would fail a save, they can choose to succeed instead.
Reaction Name. Enter the description for your action.
Corrupted Golem- Magal Form has three charges which it can use to perform legendary actions. These can only be performed at the end of a turn outside of their own. All charges are regained at the start of their turn(s).
Smackdown- Corrupted Golem- Magal Form performs one needles, fist, or foot attack.
Can Trip- Corrupted Golem- Magal Form casts a cantrip or 1st level spell.
Magic's Allure (Costs 2 Actions)- 1 creature within 60 feet of Corrupted Golem- Magal Form makes a a DC 18 Wisdom Save. On a failed save, the target creature must spend their next turn either approaching and stopping within 5 feet of the golem (or as close as they can get) or gathering crystals and giving them to the golem. A creature who passes this save is immune to Magic's Allure for 24 hours.
Petrification (Costs 2 Actions). Corrupted Golem- Magal Form uses "Petrifying Magal" on a target.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Seemingly radiating energy from every angle, it looks like magic....whatever that means. The crystalline structure gives off a precious jewel-esque appearance, but make no mistake: this is more than some average gem, and like a diamond, the scratches are few and far between. The only thing giving away its sentience is the glowing where eyes would be and the spell script that pops up on its body moments before it casts deadly magic towards you. As it moves, the arms and legs are not graceful, but with magic rolling off of it, does it need to be?
There is a hint of remorse or regret in the lights before it aims its hand at you.
Lair and Lair Actions
The caverns that were once familiar feel ever more claustrophobic and deadly. The stalactites seem extra pointed and shaky, and the gloom seems to hang around your eyes, even with Darkvision. It feels like the entrance to hell- after all, you're at least six feet underground.
Lair Actions
On initiative count 20 (losing initiative ties), Corrupted Golem- Magal Form takes a lair action to cause one of the following effects; they can’t use the same effect two rounds in a row:
- The earth around everyone begins to close and constrict. Every side, the ceiling, and the ground close in by 5 feet. This has a 20% chance of severely changing the surroundings, and this is determined with a d100 roll (results 81-100 make this happen). If this occurs, 1d6 stalactites fall, and anyone within a 10 ft radius of a falling stalactite must make a DC 18 Dex Save or take 2d8 bludgeoning damage and be knocked prone. A successful creature takes only half damage and stays upright. Anyone directly below the stalactite who fails is dealt an extra 2d8 bludgeoning damage, and they are pinned under the rock. They or another creature may attempt a DC 15 Athletics check as an action to remove the rock. Along with the stalactites, 1d4 stalagmites crumble, making the terrain difficult within a 5 ft radius. Anyone within that radius must make a DC 18 Strength Save. On a failed save, they take 3d6 bludgeoning damage and are pushed back 5 feet, while on a success, they take half and may stay there without getting buried.
- The creatures who aren't Corrupted Golem- Magal Form or the Spirits of the Forge Circle hear the echoes of those spirits. Perhaps they are ones who would rather not fight. Each creature who hears these voices roll a d20:
- The power of all creatures who aren't Corrupted Golem- Magal Form or the Spirits of the Forge Circle is sapped to fuel this cursed cavern. A DC 18 Con Save is needed, and a failed one gives them one level of exhaustion.
- The cave falls under weird magic, causing the ground to grow muddy and sticky.
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