Level
9th
Casting Time
1 Minute
Range/Area
Self
Components
V, S, M *
Duration
Concentration 1 Hour
School
Conjuration
Attack/Save
None
Damage/Effect

You tap into the surrounding elemental energy, shaping it into a loyal construct. By using this spell, you create a powerful golem based on the predominant elemental aspect of the environment or area you are in.

 

Choose one of the following elemental types when casting the spell: Fire, Water, Earth, or Air.

 

A golem emerges from the charged atmosphere, standing an imposing 12 feet tall and resembling the chosen elemental type. It is fully under your control, loyal to your commands, and accompanies you in any adventures or tasks you undertake.

 

The Elemental Embodiment golem has the following statistics:

 

- Armor Class: 18 (natural armor)

- Hit Points: 200 (20d10 + 100)

- Speed: 30 feet, and can fly at a speed of 60 feet if it is an Air Elemental Embodiment.

- Immunities: The golem is immune to the damage types associated with its chosen elemental type (fire, cold, acid, or lightning) and poison damage. It is also immune to exhaustion, charmed, frightened, paralyzed, petrified, poisoned, and unconscious conditions.

- Damage Vulnerabilities: The golem has vulnerabilities to the opposite elemental type (e.g., fire golem is vulnerable to cold damage, water golem to fire damage, etc.).

- Damage Resistance: The golem has resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

- Condition Immunities: The golem is immune to any spells or effects that would alter its form or mind.

- Languages: The golem understands Common and one additional language of your choice.

 

Additionally, the golem has special abilities based on its elemental type:

 

- Fire Elemental Embodiment: The golem can emit waves of intense heat. As a bonus action, it can unleash a 30-foot cone of fire. Each creature in the cone must make a Dexterity saving throw, taking 4d10 fire damage on a failed save or half as much on a successful one.

- Water Elemental Embodiment: The golem can create a vortex of overwhelming force. As an action, it can unleash a 20-foot radius sphere of crashing water around itself. Each creature within range must succeed on a Strength saving throw or be pushed 15 feet away and take 4d10 bludgeoning damage.

- Earth Elemental Embodiment: The golem has enhanced durability and power. Its attacks deal an additional 2d6 bludgeoning damage, and it has advantage on Strength checks and saving throws.

- Air Elemental Embodiment: The golem has incredible speed and agility. Its Dexterity score increases by 4, and it has resistance to all damage except force damage. Additionally, it can use its reaction to reduce fall damage it takes by an amount equal to its hit dice.

 

Upon completing the casting of this spell or losing concentration, the golem dissipates, returning to the elemental energies from which it was formed. If it is reduced to 0 hit points, the golem also dissipates.

 

Remember that while the Elemental Embodiment is under your control, it requires strict, verbal directions. Direct communication or intelligence cannot be conveyed through the golem.

* - (a pinch of elemental dust specific to the desired golem type)

Available For: Druid (Legacy) Ranger (Legacy)

Glitchyfox24

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