Large Construct, Unaligned
Armor Class 20 (natural armor)
Hit Points 240 (20d12 + 120)
Speed 30 ft.
STR
26 (+8)
DEX
10 (+0)
CON
22 (+6)
INT
8 (-1)
WIS
12 (+1)
CHA
4 (-3)
Saving Throws INT +5, WIS +7, CHA +3
Damage Resistances Force
Damage Immunities Fire, Lightning, Poison, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its controller but can't speak
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the damage dealt.

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

Unusual Nature. The golem doesn’t require air, food, drink, or sleep.

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

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

Actions

Multiattack. The golem makes two melee Slam attacks, or a Grab attempt and a Slam attack.

Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.  The golem's slam attacks critical hits on a 19 or 20.  

Grab.  The golem will attempt to grab a creature.  Make a DC 19 Dexterity Saving Throw to avoid being grabbed.  If the target is grabbed, the golem will throw the target to the ground (1d6 damage), and is then prone. The golem can then make a slam attack as a bonus action (at advantage).  

Trample. As part of its movement, if the golem moves at least 20 feet straight toward a creature, that target must succeed on a DC 20 Dexterity Saving Throw or be knocked prone. If the target is prone, the golem can make one slam attack as a bonus action (at advantage). 

 

Bonus Actions

Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.  The golem's slam attacks critical hits on a 19 or 20.  

Legendary Actions

Explosive Burst (Recharge 5-6). The golem creates a grating, thunderous sound within a 20-foot sphere centred on itself. Each creature within the area must make a DC 20 Dexterity Saving Throw. On a failed save, a creature takes 22 (4d10) lightning damage and 22 (4d10) thunder damage on a failed save and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.  The golem regains a number of hit points equal to the lightning damage dealt. 

Description

Nicknamed "Ronnie" by Bitty Jinzic, this golem's armor plating is pure adamantine. The most remarkable difference between an adamantine golem and the weaker constructs is the proto-soul present inside its arcano-metallic clockworks, simulating a humanoid self-awareness and intelligence. That means an adamantine golem not only perfectly follows its creator's orders or commands, but it can attempt to face up and solve problems and situations as a creature of agency. This adamantine golem currently lacks ethics, morale, and emotions, and is an unaligned construct, although all independent actions observed show it being thoughtful rather than violent. 

Avatar of the Artificer: Bitty Jinzic, Chosen of Flandal Steelskin, God of Gnomish Artificers, was able to capture this Adamantine Golem from the dwarven artificer Gorvan Ironheart in Thay. She was able to improve upon Gorvan's design by creating a space inside to fit a Small creature to control it. 

Controlling this golem requires a full day to attune to it, during which time you must succeed on three DC 20 Intelligence checks using tinkers tools. During this attunement process, any creature or structure outside and within 50 feet of the golem has a 25 percent chance of being accidentally targeted by one of its Slam attacks once during the attunement. This process must be undergone every time a creature attunes itself to the golem.

Controlling the Golem. While any creature is attuned to the golem, they can open the hatch as easily as any other door. Other creatures can open the hatch as an action with a successful DC 25 Dexterity check using thieves’ tools. A knock spell cast on the hatch also opens it until the start of the caster’s next turn.

A creature can enter or exit through the hatch by spending 10 feet of movement. Those inside the servant have total cover from effects originating outside it. The controls within it allow creatures to see outside without obstruction.

While you are inside the servant, you can command it by using the controls. During your turn (for an attuned creature), you can command it in the following ways:

  • Open or close the hatch (no action required, once per turn)
  • Move the servant up to its speed (no action required)
  • As an action, you can command the servant to take one of the actions in its stat block or some other action.
  • When a creature provokes an opportunity attack from the servant, you can use your reaction to command the servant to make one Slam or Grab attack against that creature.

While there is no attuned creature inside the servant, it acts on its own accord based on the instructions given it by the controller.  When being piloted, a controller can't cast any spells, but can release cantrips through the golem's hands (as an Action).  Someone attuned to this golem can summon it via teleportation, by expending a 5th level spell slot or higher.  The golem arrives with a Explosive Burst in a spot within 30 feet.  

Intelligent Machine. The adamatine golem has slowly been gaining and learning experience and intelligence over the years, and has been known to attack or move of its own accord. Once every 24 hours, the golem, at the DM’s discretion, takes one action independently. 

If the golem is reduced to 50 or fewer hit points, a creature attuned to it must succeed on a DC 20 Wisdom saving throw or be charmed for 1 hour.  While charmed in this way, the creature goes on an exploration spree that would help the golem learn more about itself and the world (DM discretion).  The attuned creature does not have to be piloting the golem for this charm to take effect. 

Self-Destruct. By inputting a specific series of lever pulls and button presses, the golem’s pilot can cause it to explode. The self-destruct code is not revealed to the pilot when they attune to the golem. If the code is discovered (the DM determines how), it requires the attuned pilot to be inside the golem and spend their actions on three consecutive rounds performing the command. Should the pilot begin the process of entering the code, though, the golem uses its Intelligent Machine property in an attempt to stop the pilot entering the code.  

If the pilot successfully implement the code, at the end of the third round, the golem explodes. Every creature in a 100-foot-radius sphere centered on the servant must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 87 (25d6) force damage, 87 (25d6) lightning damage, and 87 (25d6) thunder damage. On a successful save, a creature takes half as much damage. Objects and structures in the area take triple damage. The golem, and any creature inside the golem when it explodes, is slain instantly and leaves behind no remains. 

 

McLaw

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