Adamantine Plating. Any critical hit against the golem becomes a normal hit.
Adamantine Magic Weapons. The golem's slam attacks are treated as magical and adamantine for the purpose of bypassing resistance and immunity to nonmagical weapons.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Limited Magic Immunity. The golem can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Siege Monster. The golem deals double damage to objects and structures.
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 36 (5d10 + 9) bludgeoning damage.
Obliteration Cannon (Recharge 6). The golem releases raw magical energy in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 110 (20d10) force damage on a failed save, or half as much damage on a successful one.
Description
Adamantine golems are the ultimate constructs a mortal can craft. Only the most excellent combination of magic, and epic craftsmanship of both armor and weapons, could even attempt to forge them. The mages and artificers tasked with creating an adamantine golem need to be able to cast an array of some the most powerful spells, spells such as arcane hand, creation, and wish. Additionally, adamantine golems are extremely expensive, costing upwards of 500,000 gp worth of various rare magical and mundane materials to craft. For all these reasons, adamantine golems are extraordinarily rare, and are as such, seldom ever encountered by adventuring parties. Such golems generally look similar to iron golems, but are more ornate, and gleam as adamantine does. They stand at least 18 ft. tall and can weigh as much as 32,000 lbs. It is believed that only 6 adamantine golems have ever been forged.
Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can’t fulfill its orders, a golem might react violently — or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them.
A golem can’t think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can’t be reasoned with or tricked with words.
Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Previous Versions
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