Level
5th
Casting Time
1 Hour
Range/Area
Touch
Components
V, S, M *
Duration
Until Dispelled 1 Hour
School
Transmutation
Attack/Save
None
Damage/Effect
Summoning

You weave magic into otherwise mundane materials animating it into a golem. It forms in an unoccupied space that you can see within range. This corporeal form uses the Minor Golem stat block. When you cast the spell, choose a material: Clay, Flesh, Stone, or Iron. The creature resembles a bipedal form carved out of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when you dispell it.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Minor GOLEM

Armor Class 12 + the level of the spell (natural armor)

Hit Points 70 + 10 for each spell level above 4th

Speed 30 ft walking

STR
18 (+4)
DEX
8 (-1)
CON
18(+4)
INT
4 (−3)
WIS
12 (+1)
CHA
4  (-3)

Damage Resistances bludeoning, piercing, and slashing from non magical attacks 

Damage Immunities poison, psychic; acid (Clay only); lighting (Flesh only); fire (Iron only); 

Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious

Senses darkvision 60 ft., passive Perception 10

Languages understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Actions

Multiattack. The golem makes a number of attacks equal to half this spell’s level (rounded down).

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage 

Haste (Clay only) (Recharge at dawn). Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.

Berserk (Flesh only) (Recharge at dawn). The golem is filled with rage. For one minute the golems rolls to hit with the slam attack are made with advantage, and any attacks made to hit the golem are made with advantage. Once per round while the golem is under the effects if berserk it may add +10 to its slam attack damage roll.

Slow (Stone only) (Recharge at dawn). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 15 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Poison Breath (Iron only) (Recharge at dawn). The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking (5d8) poison damage on a failed save, or half as much damage on a successful one.

* - (100 lbs of the material you choose and a polished obsidian sphere worth at least 500gp, both of which are consumed.)

Spell Tags: Summoning

Available For: Wizard (Legacy) Bard (Legacy) - College of Creation Cleric (Legacy) - Forge Domain Sorcerer (Legacy) - Clockwork Soul (Legacy)

Bulk_SquatThrust

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