Traits (Voidwoken & Construct)
Life Sense (Voidwoken). The Golem can detect all living creatures within a range of 1 mile, excluding undead and constructs.
Primal Adaptation (Voidwoken). At the end of each of the Golem's turns, the damage dice for all its attacks (including extra elemental damage) increases by one.
Reality-Erasing Aura (Voidwoken). The Golem has an aura with a range of 90 feet (10 ft. per PB of 9).
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Any creature's damage immunities are negated while inside the aura.
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No creature can be healed while inside the aura.
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Any magical constructs or creatures summoned by a spell that start their turn within the aura are instantly destroyed.
Unfettered Existence (Voidwoken). The Golem cannot be imprisoned by any magical or nonmagical means. It is unaffected by spells such as wish or other reality-altering spells and magic.
Elemental Infusion (Thunder). All of the Golem's attacks do an extra 9d6 Thunder damage (Proficiency Bonus of 9). The Golem is also immune to exhaustion, doesn't sleep, and doesn't need to eat or breathe.
Immutable Form (Construct/Elemental). The Golem is immune to any spell or effect that would alter its form.
Siege Monster. The Golem deals double damage to objects and structures.
Multiattack The Golem makes three Void Slam attacks.
Void Slam Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 6d6+9 bludgeoning damage plus 9d6 thunder damage. Critical Hit: This attack is always considered a critical hit and deals maximum damage (90 damage at base dice). Effect: All of the Golem's attacks are considered magical for bypassing resistance and inflict the Incapacitated condition on the target until the end of its next turn.
Reality Tremor (Recharge 5-6) The Golem strikes the ground, unleashing a chaotic wave of void energy. Every creature within 60 feet must make a DC 24 Constitution saving throw. On a failure, a creature takes 20d10 force damage and is knocked prone. On a success, the creature takes half damage and is not knocked prone. Any damage taken reduces the target's maximum hit points by an amount equal to the damage taken until the creature finishes a long rest.
Disrupting Crush The Golem targets one creature within 5 feet. The target must succeed on a DC 24 Dexterity saving throw or be engulfed by the Golem's crushing stone hands. The engulfed creature is blinded and restrained. At the start of the Golem's turn, the engulfed creature takes 10d10 bludgeoning damage. If the Golem takes damage equal to ten times its proficiency bonus (90 damage) from an engulfed creature in one turn, it must make a DC 24 Constitution saving throw or regurgitate all engulfed creatures into an adjacent unoccupied space.
The Golem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Golem regains spent legendary actions at the start of its turn.
Slam (1 Action). The Golem makes one Void Slam attack.
Aura Surge (1 Action). The Golem forces one creature within its Reality-Erasing Aura to make a DC 24 Constitution saving throw. On a failed save, the creature takes 4d10 thunder damage and its speed is halved until the end of its next turn.
Void Step (2 Actions). The Golem teleports up to 60 feet to an unoccupied space it can see.
Description
Creation Lore: The Iron Will of the Child Emperor
The Voidwoken Siege Golem is a testament to the fact that the most profound threats can be born from the most righteous, yet reckless, ambition. It is the magnum opus of Niko Lightner (Limit Break), a weapon forged to enact the absolute and unquestionable will of the Angelic Empire.
Purpose: Eradication of the Unclean
While the Angels were astonished by Niko's ability to harness the Void for her personal armor and weapons, they eventually presented her with a challenge worthy of her intellect: create a tool that could eliminate threats to the Empire that were too great, too numerous, or too inherently chaotic for even the Angels to efficiently handle. The target was clear: persistent pockets of Aberrations, Fiends, and Undead that survived the Angels' purges, and the fortified magical structures that defended them.
The Golem was designed for two specific, terrifying purposes:
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Mass Incapacitation and Annihilation: To utterly crush and incapacitate entire armies of smaller, dangerous threats.
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Reality Deletion: To walk through and unmake the highest-level magical fortifications, rendering their damage immunities, protective fields, and summoned guardians utterly useless.
Forging the Siege Golem
The creation was a monumental industrial-magical feat, taking place deep within a void-stabilized vault beneath Niko's Arctic workshop.
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The Chassis (Construct/Elemental): Niko initially constructed a Golem from massive, hardened black basalt infused with elemental cores—the kind of durable construct meant to shrug off mundane damage. This granted it its immense strength, size, and the Elemental Infusion (Thunder).
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The Heart (Voidwoken Aberration): The Golem's true power, and the reason for its Aberration type, comes from its core. Niko utilized a captive Void Node (a larger, more unstable version of the Void Crystals she used for her rifle) and wrapped it in layers of her nanotech fibers and Arcane Infusions. This process stabilized the chaos of the Void within the unaligned Golem's frame, granting it the complete suite of Voidwoken traits—the Reality-Erasing Aura, Primal Adaptation, and its instantaneous, crippling strikes.
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The Unaligned Will: The Golem was intentionally left Unaligned. Niko, understanding the inherent chaos of the Void, knew better than to attempt to control its will. Instead, the Golem is directed solely by an incredibly complex series of Artificer Commands—a binary logic dictated by Niko's will. It does not act out of malice or righteousness, but out of programming: Identify Target. Annihilate Target. Repeat. This allows the Golem to bypass moral or ethical dilemmas, making it the perfect instrument of relentless, unthinking destruction.
The Voidwoken Siege Golem is, in essence, a reflection of Niko Lightner's mind: an unfeeling, hyper-efficient, and rapidly adapting engine of annihilation that uses the most dangerous power in the cosmos to enforce a strictly ordered, unwavering definition of "goodness." It is the ultimate expression of a child's devastating intellect bent to a catastrophic, righteous purpose.







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