Adaptive Combat Protocol. If a creature repeats the same attack, spell, or tactic (e.g., casting the same spell, using the same maneuver), the golem gains advantage on its next attack roll against that creature until the end of the golem’s next turn.
Arcane Reinforcement. (1/Encounter). As a bonus action, the golem’s runes flare, granting it a surge of temporary hit points.
Safety Override. If commanded or if all foes are unconscious, the golem halts combat immediately. It can also be forced to stop by a designated “shutdown word.”
Immutable Form. The golem is immune to any spell or effect that would alter its form (polymorph, for example), unless you’d like it to be susceptible for interesting training scenarios.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: avg 8 (1d10 + 3) [bludgeoning] damage.
Arcane Pulse. Ranged Weapon Attack: +4 to hit, range 30 ft., 1 target. Hit: avg 8 (2d6 + 1) [force] damage.
Arcane Reinforcement. As a bonus action, the golem gains 10 temporary HP. Once per encounter.
Description
The Arcane Combat Golem, often referred to as The Sparring Titan, is a large, magically-enhanced construct specifically designed to serve as a training opponent for adventurers, knights, and spellcasters honing their combat skills. Standing nearly ten feet tall, its massive stone-and-metal frame is reinforced with protective enchantments, allowing it to withstand and adapt to various forms of attack.
Intricate glowing blue arcane runes are etched across its limbs, chest, and head, constantly shifting and pulsing as it responds to different combat scenarios. A large, circular core embedded in its chest acts as its central power source, drawing in ambient magic to maintain its function. The golem’s eyes, radiant with magical energy, scan its opponents for weaknesses, adjusting its approach based on their fighting style.
Lair and Lair Actions
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