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### Perfect Beings While not the largest, or by far the strongest construct crafted, the prismatic golem may still be one of the deadliest to have joined the ranks of those already well known. The one thing this construct has above all else, is it's ability to think independent from its master. **Elusive Geodes.** The prismatic geode is one very rarely found, and only in areas that are saturated with magic. These geodes are notoriously expensive in the material plane as their retrieval is something of a journey in and of itself. While that might not be the case in other planes of existence, it is one of the larger reasons why there are very few of them being sold and even fewer being made into one of the world's most advanced constructs. **A Collective.** While the process is similar in crafting a prismatic golem, the difficult part is drawing in many, if not all of the different elemental spirits from their respective planes of existence to fuel this magic construct with life. Perhaps it is because of this fused consciousness that the prismatic golem is able to breach the surface of sapience. While incredibly intelligent, the prismatic golem is still almost infantile in its mentality until it can mentally grow under the tutelage of its creator, which is why these creations usually take on the mannerisms and ideologies of those who own them. \columnbreak
>Geode by the talented [OrangeSavannah](https://www.deviantart.com/orangesavannah/art/Geode-717754469) However, in the rare occurrence that one is either broken away from its subservient nature or defects, it will develop naturally through its environment; which isn't always the best result should one become as independent. After all, it could be intelligent, but it could be an instinctual intelligence instead of sapience. **Master of the Elements.** Prismatic golems are -- thanks to its rare core of all things -- masters of the elemental forces of the arcane. They are heavily resistant to most magical forces, and their polished onyx bodies have a tendency to reflect such forces back at the assailant. In the rare occurrence that the prismatic golem is forced to defend itself or its master, it does such with incredible efficiency. It will focus the most perceived threat to either unconsciousness or death, or it will focus those that can aid their allies through magic means. From its prismatic visage, it can create luminescent beams of all elemental forces, not to mention its geometric limbs, which all end in sharpened points. Hope you can run, for it is quick and more dexterous than most initially anticipate: But that is usually their *last* mistake. \pagebreakNum ___ ___ > ## Prismatic Golem >*Medium Construct, unaligned* >___ > - **Armor Class** 20 (natural armor) > - **Hit Points** 270 (30d8 + 150) > - **Speed** 50ft. > >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|24 (+7)|20 (+5)|20 (+5)|11 (+0)|9 (-1)| >___ > - **Saving Throws** Dex +13, Int +11, Wis +6, Cha +5 > - **Skills** Arcana +11, Acrobatics +13, Perception +12, Stealth +13 > - **Damage Resistances** acid, cold, fire, force, lightning, radiant > - **Damage Immunities** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned > - **Senses** darkvision 120 ft., blindsight 60 ft., passive Perception 22 > - **Languages** the languages of its creator, Telepathy 120ft. > - **Challenge** 20 (25,000 XP) > >___ > > > >**Elemental Shift.** At the start of each of the golem's turns, it can choose one of its resisted damage types and become immune to it until the start of its next turn, where it cycles to another one. The golem can not be immune to more than one damage type from this feature at a time. > > > >**Immutable Form.** The golem is immune to any spell or effect that would alter its form. > >**Innate Spellcasting (Psionics).** The prismatic golem's innate spellcasting ability is Intelligence (spell save DC 19). It can innately cast the following spells, requiring no components: > >At will: Mage Hand, Pulse Wave, Tongues > >3/day each: Cone of Cold, Sickening Radiance > >1/day each: Prismatic Wall, Delayed Fireball, Disintegrate > >**Legendary Resistances (3/day).** If the golem fails a saving throw, it can choose to succeed instead. > >**Magic Resistance.** The golem has advantage on saving throws against spells and other magical effects. > > >**Magic Weapons.** The golem's weapon attacks are magical. > >**Reflective Crystal.** Any time the golem is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 4, the prismatic golem is affected as normal. On a 5 to 6, the golem is unaffected, and the effect is reflected back at the caster as though it originated from the golem, turning the caster into the target. > > > ### Actions > > **Multiattack.** The prismatic golem makes four stab attacks. > > >***Stab.*** *Melee Weapon Attack*: +13 to hit, reach 5 ft., one target. *Hit*: 11 (1d8 + 7) piercing damage plus 4 (1d8) damage of your choosing from: Acid, Fire, Cold, Force, Lightning, or Radiant. > >***Prismatic Beam.*** *Ranged Spell Attack*: +11 to hit, range 150/300 ft., up to two targets within 30ft of each other. *Hit*: 32 (5d10 + 5) damage of your choosing from: Acid, Fire, Cold, Force, Lightning, or Radiant. > > >***Prismatic Spray (Recharge 5-6).*** Eight multicolored rays of light flash from the golem's head. Each creature in a 60-foot cone must make a DC 19 Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. > >**1-Red.** The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. > >**2-Orange.** The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. > >**3-Yellow.** The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. > >**4-Green.** The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. > >**5-Blue.** The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. > >**6-Indigo.** On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind. > >**7-Violet.** On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of the golem's next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) > >**8-Special.** The target is struck by two rays. Roll twice more, rerolling any 8. > > >### Reactions > >**Rapid Adaptation.** When the Prismatic Golem is targeted by an attack or spell that deals damage it is resistant to, it uses its *Elemental Shift* feature to become immune to that damage. \pagebreakNum ___ ___ >### Legendary Actions >The Prismatic 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 Prismatic Golem regains spent legendary actions at the start of its turn. > > >**Stab.** The Prismatic Golem makes a stab attack. > >**Relocate.** The Prismatic Golem moves up to half its movement speed without provoking attacks of opportunities. > >**Shatter the World (Costs 2 Actions).** The Prismatic Golem causes crystal spikes to erupt from the ground in a 30-foot radius centered on it. The area becomes difficult terrain until the start of its next turn. Any creature, other than the Prismatic Golem, takes 9 (2d8) piercing damage for every 5 feet it moves on those spikes. > >**Cast a spell (Costs 3 Actions).** The Prismatic Golem casts a spell. ### Prismatic Shards When the creator of the Prismatic Golem has to crack away at the geode containing its potential masterpiece, sometimes there lay small chunks of these prismatic shards. While they cannot be used to create the Prismatic Golem, they can be sculpted into proxies for the golem to utilize in either combat, or for utility regarding their owner. **Small, but Dangerous.** The Prismatic Shard is a lesser construct chipped away from that of a Prismatic Golem's core. While diminutive in size, it is still able to lash out with prismatic beams of elemental force; as well as act as a proxy for the Prismatic Golem, to work its *innate spellcasting* through, or even its *Prismatic Spray* ability. Beware the floating shards. **Fragments of a whole.** Prismatic Shards by themselves aren't the most intelligent, but when within the proximity of a Prismatic Golem, the Prismatic Shard falls into line as if slotted into a puzzle that required it as the last piece. A Prismatic Golem controls these shards with ruthless efficiency, able to move and even make them attack in unison against a single entity. **In the Wilderness.** It's very rare that one would see a Prismatic Shard in the wilderness. Usually, they are owned by archmages, or incredibly powerful merchants, or nobles who can also afford the golem in tandem. But, if they are in the wilderness, both the golem and the shards usually stick to more mountainous, or underground locales. And in even rarer cases, they take root in old abandoned dungeons. ___ ___ > ## Prismatic Shard >*Tiny Construct, unaligned* >___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 52 (8d4 + 32) > - **Speed** 0ft., fly 30ft. (Hover) > > >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|9 (-1)|19 (+4)|18 (+4)|3 (-4)|10 (+0)|5 (-3)| >___ > - **Damage Resistances** acid, cold, fire, force, lightning, radiant > - **Damage Immunities** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned > - **Senses** darkvision 120 ft., passive Perception 10 > - **Languages** understands the languages of its creator > - **Challenge** 5 (900 XP) > >___ > > > >**Elemental Shift.** At the start of each of the shard's turns, it can choose one of its resisted damage types and become immune to it until the start of its next turn, where it cycles to another one. The shard can not be immune to more than one damage type from this feature at a time. > > > >**Immutable Form.** The shard is immune to any spell or effect that would alter its form. > > >**Linked Up.** When the shard is within 60 feet of the prismatic golem, the prismatic golem can act as if it was casting a spell, or using its *prismatic spray* ability from the shard's location - in addition to being able to see through the shard as if the prismatic golem was in its location. > > >**Magic Resistance.** The shard has advantage on saving throws against spells and other magical effects. > > > > > > > ### Actions > > > > >***Prismatic Beam.*** *Ranged Weapon Attack*: +7 to hit, range 80/150 ft., up to two targets within 30ft of each other. *Hit*: 20 (3d10 + 4) damage of your choosing from: Acid, Fire, Cold, Force, Lightning, or Radiant. \pagebreakNum ___ >### Reactions > >**Rapid Adaptation.** When the Prismatic Shard is targeted by an attack or spell that deals damage it is resistant to, it uses its *Elemental Shift* feature to become immune to that damage. ### Prismatic Geode So, you've defeated the golem and/or the shards? Congratulations! Hopefully, the battle wasn't nearly as dangerous as you anticipated, or perhaps it was a hard-fought victory? Nonetheless, if the prismatic golem's head hasn't broken from the fight, one may gleam certain powers from it. **Contained Magic.** Once the infusion process has completed regarding the elemental spirits focused into the geode, they are loathe to leave it even if the body they were manipulating has been broken. Should someone acquire the prismatic geode after combat with a prismatic golem, they're likely to find a pleasant surprise when ascertaining its worth. >### Prismatic Geode >Wondrous Item, Legendary (Requires Attunement) > >This split geode shimmers with a rainbow of colors. Most attuned to the arcane forces of nature can tell at just a glance that it radiates power untold. > >**Elemental Affinity.** While attuned to this magic item, after completing a long rest, you gain resistance to a damage type of your choosing from this list: Acid, Fire, Cold, Lightning, Force, or Radiant. After each long rest, you can cycle to a different resistance. > >**Charges.** The geode has 20 charges for the following properties. The geode regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the geode retains its *Elemental Affinity*, *Elemental Adaptation* and *Charges* features but loses all other properties. On a 20, the geode regain 1d8 + 2 charges. > >**Spells.** While holding this geode, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, with a spell save DC of 18 and spell attack bonus of +10: cone of cold (5 charges), fireball (5th-level version, 5 charges), prismatic spray (7 charges), wall of light (5 charges), prismatic wall (9 charges). lightning bolt (5th-level version, 5 charges), pulse wave (3 charge), Melf's Acid Arrows (2 charge), or wall of force (5 charges). > >**Elemental Adaptation.** When you take damage from a source you are resistant to through the geode, you can expend your reaction and 5 charges to become immune to that damage type until the start of your next turn. >### Prismatic Shard >Wondrous Item, Rare > >The prismatic shards are still quite powerful, but they do not hold the same instance of arcane power that the prismatic geode does. > >The Prismatic Shard can be essentially used as a reflavored wand of fireballs, or lightning bolts, as long as they are a damage type the shard is resistant too.(This includes guiding bolt at 3rd level, acid spray at 3rd level, etc.) However, they do not require attunement and they do not regain charges. > #### Credits > * Made using [GM Binder](https://www.gmbinder.com/).
> * Image provided to me by my good bud Prince, which inspired me to make this. > * Created and edited by [u/Macekill](https://www.reddit.com/user/Macekill).