| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 9 | −1 | −1 |
| CON | 20 | +5 | +15 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 11 | +0 | +7 |
| CHA | 1 | −5 | −5 |
Magic Resistance.
The crystalline golem has advantage on saving throws against spells and other magical effects.
Crystalline Core.
While above half hit points, the golem reflects spell energy. When a spell targets the golem and fails to affect it (due to a successful save, immunity, or resistance), the caster takes force damage equal to the spell’s level + the caster’s spellcasting modifier (once per turn).
Shatter Vulnerability.
The golem is vulnerable to piercing damage dealt by weapons made of crystal, adamantine, or similarly enchanted materials. Piercing damage from other sources is not affected.
Unstable Form. (Replaces Crystalline Core when below 50% HP)
When the crystalline golem is below half its hit points:
-
It loses Crystalline Core.
-
Its melee attacks deal an additional 1d8 force damage.
-
It takes 5 force damage at the end of each of its turns as cracks widen across its body.
-
If it takes a critical hit, roll a d6. On a 1, the golem suffers an internal rupture, taking an additional 3d10 force damage as magical energy bursts through a fracture.
Multiattack.
The golem makes two Crystal Fist attacks.
Crystal Fist.. Melee Attack Roll: +8, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus 9 (2d8) Force damage.
Resonant Pulse (Recharge 5–6).
The golem releases a burst of harmonic resonance. Each creature within 15 feet must succeed on a DC 15 Constitution saving throw or take 18 (4d8) thunder damage and be pushed 10 feet away. On a success, they take half damage and are not pushed.
If the golem is unstable, Resonant Pulse deals 22 (5d8) damage instead and also causes loose debris to fall from the ceiling (DM’s discretion: make it part of lair terrain or require Dexterity saves).
Comments