Crimson Shard Golem
Large Construct, Neutral
Lore
The Crimson Shard Golem is an ancient construct imbued with immense magic. Forged from a rare, otherworldly red crystal, it has the power to manipulate space and life itself. Legends speak of its creators, beings who sought to bind both life and death into one form. The golem serves as a guardian and savior, but its immense magical presence can draw unwanted attention.
---
Stat Block
Armor Class: 19 (Natural Armor)
Hit Points: 210 (20d10 + 100)
Speed: 30 ft.
---
Saving Throws: Con +9, Wis +6
Damage Resistances: Cold, Radiant
Damage Immunities: Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60 ft., Passive Perception 12
Languages: Understands the languages of its creator but cannot speak
Challenge: 20
---
Abilities
Immutable Form.
The golem is immune to any spell or effect that would alter its form.
Magic Resistance.
The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons.
The golem’s weapon attacks are magical.
Crimson Core (Rejuvenation).
If destroyed, the golem's crystal core reforms in 1d10 days unless the core is destroyed or its magic is nullified.
---
Actions
Multiattack.
The golem makes two melee attacks.
Crystalline Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 21 (3d10 + 6) bludgeoning damage.
Crimson Teleportation (Recharge 5–6).
The golem chooses up to 3 creatures within 30 feet and teleports them to an unoccupied space it can see within 120 feet. Creatures can choose to resist with a DC 16 Charisma saving throw.
Revitalize (1/Day).
The golem can touch a creature that has died within the last 10 minutes. That creature is returned to life with half its hit points. It cannot use this ability if the Crimson Core has been destroyed.
Crystal Pulse (Recharge 6).
The golem emits a wave of red magic in a 30-foot radius. Creatures of its choice within the area must make a DC 16 Dexterity saving throw. On a failure, they take 27 (6d8) radiant damage and are teleported to a random space within the radius. On a success, they take half damage and are not teleported.
---
Bonus Features for Players
If the Crimson Shard Golem is defeated, a shard of its core can be harvested (DC 20 Arcana). This shard functions as a consumable item:
Crimson Shard (Magic Item): Once per day, you can cast Teleport or Revivify using this shard without expending a spell slot.
Crimson Shard Golem (Mythic Form)
Mythic Traits:
Dimensional Core: As long as the golem has at least 1 hit point, it cannot be banished or affected by Plane Shift, and its body can phase in and out of existence, allowing it to teleport without provoking opportunity attacks.
Temporal Resilience: If the golem takes damage that would reduce it to 0 hit points, it regains 150 hit points instead and activates its Mythic Form, unlocking devastating abilities.
---
Moves
Reality Rend (Recharge 5-6)
The Crimson Shard Golem tears through the boundaries of time and space.
Effect: A 90-foot cone erupts with crimson energy. All creatures in the area must make a DC 21 Dexterity saving throw. On a failure, a creature takes 70 (20d6) force damage and is teleported 1d4 × 10 feet in a random direction (potentially into dangerous spaces).
On a successful save, a creature takes half damage and avoids teleportation.
---
Temporal Collapse (1/Day)
The golem manipulates time, creating a vortex that crushes everything in its path.
Effect: The golem targets a 100-foot radius sphere centered on itself. Each creature within the area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 80 (10d12) force damage and loses its next turn as time collapses around them.
The area becomes warped, turning into difficult terrain for 30 minutes. At the start of a creature’s turn within the area, it takes 20 (6d6) force damage.
---
Crimson Pulse (Recharge 5-6)
The golem releases an overwhelming wave of dimensional energy.
Effect: Each creature within a 300-foot radius of the golem must make a DC 21 Constitution saving throw. On a failed save, the creature takes 55 (10d10) radiant damage and is blinded until the end of its next turn.
The golem regains hit points equal to half the total damage dealt.
---
Shardstep Assault (Bonus Action)
The golem tears through reality to strike multiple targets.
Effect: The golem teleports up to 120 feet and can make a Shard Slam attack against up to three creatures within 10 feet of its arrival point.
Shard Slam: +15 to hit, reach 10 ft., one target. Hit: 45 (6d10 + 8) bludgeoning damage.
---
Mythic Actions (Unlocked in Mythic Form)
The Crimson Shard Golem can use the following Mythic Actions at the end of another creature’s turn. It can take up to 2 actions per round.
1. Crimson Rift (Costs 2 Actions)
The golem opens a temporary rift in reality within 60 feet. Creatures in a 20-foot radius must make a DC 21 Dexterity saving throw or take 60 (12d10) force damage. Creatures that fail are teleported to a random plane of existence for 1 minute (DM’s choice or roll 1d4 for the Plane of Fire, Shadowfell, Feywild, or Astral Plane).
2. Temporal Echoes (Costs 1 Action)
The golem creates three temporal echoes of itself, each appearing in a space within 30 feet. These echoes are semi-corporeal and last until the end of its next turn. The golem can make one Shard Slam attack from each echo’s position.
3. Dimensional Collapse (Costs 2 Actions)
The golem targets a creature within 60 feet, pulling it through a collapsing dimension. The target must succeed on a DC 21 Charisma saving throw or take 70 (10d12) psychic damage and be restrained until the end of its next turn.
---
Legendary Resistances (3/Day)
If the golem fails a saving throw, it can choose to succeed instead.
---
Immunities:
Damage Immunities: Radiant, Force, Psychic; Bludgeoning, Piercing, and Slashing from nonmagical attacks.
Condition Immunities: Charmed, Frightened, Stunned, Paralyzed, Exhaustion, Grappled.
---
Overpowered Design Notes:
The Reality Rend and Temporal Collapse abilities deal massive AoE damage while incorporating battlefield manipulation through teleportation and random plane effects.
Its Shardstep Assault lets it combine teleportation and attacks in one round for devastating mobility.
The Mythic Actions focus on chaotic control and damage, which further highlight its power to warp time and space.
This mythic version of the Crimson Shard Golem is an endgame challenge that will force players to plan strategically and act quickly or face devastating consequences. Let me know if you need further customization!
Description
Name and Type:
Crimson Shard Golem, Construct
Size:
Huge
Alignment:
Neutral
Armor Class (AC):
20 (Natural Armor)
Hit Points (HP):
310 (23d12 + 161)
Speed:
40 ft., climb 40 ft.
Ability Scores:
Strength: 26 (+8)
Dexterity: 14 (+2)
Constitution: 24 (+7)
Intelligence: 5 (-3)
Wisdom: 12 (+1)
Charisma: 7 (-2)
Saving Throws:
Strength +14
Constitution +13
Wisdom +7
Skills:
None
Damage Vulnerabilities, Resistances, and Immunities:
Resistances: Bludgeoning, Piercing, Slashing from Nonmagical Attacks
Immunities: Fire, Necrotic, Poison, Psychic
Condition Immunities:
Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses:
Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 11
Languages:
Understands the languages of its creator but cannot speak
Challenge Rating (CR):
20 (25,000 XP)
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/17/2024 1:20:12 AM
|
0
|
1
|
--
|
Coming Soon
|
|
|
12/18/2024 7:05:00 PM
|
9
|
1
|
2
|
Coming Soon
|
Comments