Fire Absorption. Whenever the golem is subjected to fire damage, it instead takes no damage and regains a number of hit points equal to the fire damage dealt.
Immutable Form. Arc Golem is immune to any spell or effect that would alter it’s form.
Legendary Resistance (3/Day). If Arc Golem fails a saving throw, it can choose to succeed instead.
Magic Resistance. Arc Golem has advantage on saving throws against spells and other magical effects.
Recreation. An Arc Golem's body turns to dust when it drops to 0 hit points. A new Arc Golem is created after 1d4 days, regaining all it’s hit points and becoming active again. The new body is created inside the "Factory" section of the Architect’s Tower, found on the Plane of the Architect.
Spellcasting. Arc Golem is a 20th-level spellcaster. It’s spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Arc Golem has the following wizard spells prepared:
Cantrips (at will): chill touch (see “Actions” below), fire bolt, mage hand, prestidigitation, ray of frost
1st level (4 slots): magic missile, shield, sleep
2nd level (3 slots): blur, detect thoughts, mirror image
3rd level (3 slots): animate dead, counterspell, fireball, fly, lightning bolt
4th level (3 slots): blight, confusion, polymorph
5th level (3 slots): cloudkill, cone of cold, hold monster, scrying
6th level (2 slot): chain lightning, circle of death, create undead
7th level (2 slot): finger of death, forcecage, prismatic spray
8th level (1 slot): incendiary cloud, maze
9th level (1 slot): power word kill, psychic scream
Multiattack. An Arc Golem can make two melee attacks, or one slam attack and one fire bolt attack.
Fire Bolt (Cantrip). Ranged Spell Attack: +15 to hit, range 120 ft., one creature. Hit: 20 (4d10) fire damage, a flammable object hit by this spell ignites if it is not being worn or carried.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 22 (3d10 + 7) bludgeoning damage.
Stun Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 7) slashing damage plus 10 (3d6) lightning damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Caustic Breath (Recharge 5–6). Arc Golem exhales caustic gas in a 30-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 40 (10d8) acid damage and is poisoned for 1 minute. While poisoned in this way, the creature can’t regain hit points. On a successful save, the creature takes half as much damage and isn’t poisoned.
A humanoid reduced to 0 hit points by this damage dies and rises at the start of the Arc Golem's next turn as a flesh golem. The flesh golem acts immediately after Arc Golem in the initiative count and is permanently under The Architect's command, following his telepathic commands.
Arc Golem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Arc Golem regains spent legendary actions at the start of it's turn.
Cantrip. Arc Golem casts a cantrip.
Stun Claw. Arc Golem uses it's Stun Claw.
Frightening Presence (Costs 2 Actions). Arc Golem targets up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Arc Golem's Frightening Presence for the next 24 hours.
Caustic Breath (Costs 3 Actions). Arc Golem recharges it's Caustic Breath and uses it.
Description
An Arc Golem is a large construct created and controlled by The Architect. They begin their lives in the Factory, which is a section of the Architect's Tower purely used for the creation of different golem variants and experimentation. The golems are created and then kept in large storage bays awaiting the summoning call from their creator or a follower of immense faith.
The Arc Golem variant is created with extreme strength and magical ability to be the ultimate defender and last line of defence for The Architect. When alerted to intruders The Architect can take control of only two Arc Golems at a time, giving them telepathic commands. No more than two Arc Golems can be active at one time due to the immense cerebral stress that controlling them takes. If The Architect ever loses his connection with an active Golem it reverts to a base program which is to protect and defend the creator at any cost.
Lair and Lair Actions
The Architect's Lair
The Architect makes his lair in the Great Tower on the Plane of the Architect. A cold place made from blue and dark grey steel and electricity, the Tower pierces through the deep violet storm clouds of this Plane. This monolith of creation is formed by three huge towers. The tops of the two outer towers curve smooth, almost organically into the middle tower which is the tallest. A large tesla coil adorns the tip of the main spire, periodically discharging great bolts of lightning and raw energy into the atmosphere. Any mortal that finds themselves in this plane will find that their hair stands on end and their skin tingles with static due to the electricity in the air. A deep resonating hum vibrates from the Tower.
Lair Actions
On initiative count 20 (losing initiative ties), Arc Golem can take a lair action to cause one of the following effects; An Arc Golem can’t use the same effect two rounds in a row:
- An Arc Golem can tap into the lighting inside the Tower causing it to flash and strobe abruptly. Each creature inside the lair must succeed on a DC 18 Wisdom saving throw or be blinded until the flashing stops.
- The creative power of The Architect can be briefly wielded by an Arc Golem, causing the floor in a 20-foot square that it can see to rip apart and reform as spinning saw blades. This lasts until the next initiative count 20, where the floor rebuilds itself to originality. The area becomes difficult terrain for the duration. Each creature in that area when the saws appear must succeed on a DC 23 Dexterity saving throw or take 5d10 slashing damage and fall prone. On a successful a creature takes half damage and does not fall prone. For every 5 ft of movement in the 20-foot square a creature takes 2d10 slashing damage.
- An Arc Golem can cause the pressure in the caustic gas pipes in the lair to swell and burst. Any creature within 10ft of a wall in the lair must succeed on a DC 20 Constitution saving throw or take 5d8 acid damage. On a successful save the creature takes half as much damage.
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