Small Construct, Typically Lawful Neutral
AC 13    Initiative +3 (13)
HP 16 (3d4 + 10)
Speed 25 ft.
Mod Save
STR 14 +2 +2
DEX 3 −4 −4
CON 12 +1 +1
Mod Save
INT 3 −4 −4
WIS 4 −3 −3
CHA 1 −5 −5
Immunities Lightning, Poison, Psychic; Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Understands Common and Dwarvish but can’t speak
CR 1/2 (XP 100; PB +2)
Traits

Lesser Conductivity. Whenever the golem is subjected to Lightning damage, it regains a number of Hit Points equal to half the Lightning damage dealt.

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

Immutable Form. The golem can’t shape-shift.

Short-Circuit. If hit by 3 separate instances of lightning damage before its next turn, or upon coming into contact with water, the golem will use Discharge immediately, and then be Paralyzed until the beginning of its next turn.

Actions

Multiattack. The golem makes two Shocking Punch attacks

Shocking Punch. Melee Attack Roll: +2, reach 5 ft. Hit: 6 (2d4 + 2) Bludgeoning damage plus 2 (1d4) Lightning damage

Zap. Ranged Spell Attack Roll: +2, range 20 ft. Hit: 8 (4d4) Lightning damage

Discharge. Constitution Saving Throw: DC 12, 3 creatures the golem chooses (3 random creatures if triggered by Short-Circuit) in a 30-foot emanation, centered on the golem Failure:  12 (6d4) Lightning damage. Success: One-Quarter damage. Only used once per battle, unless triggered automatically by Short-Circuit. If triggered by Short-Circuit, the golem takes half it's remaining hit points in fire damage.

 

Previous Versions

Name Date Modified Views Adds Version Actions
7/24/2025 11:50:04 PM
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