Rare Golems
Wizards of all kinds know of the clay, flesh, stone, and iron golems, but there are actually many more materials golems can be fashioned from. The golems listed here are made from rare and expensive materials and given life through the use of complex techniques known only to a few.
Adamantine Golem
The most destructive of all golems, adamantine golems can crush anything in their path with little effort. They are usually created for the express purpose of war and are most often used to siege fortified settlements. The golem's adamantine body makes it immune to most physical damage and gives it magically enhanced strength.
The golem is powered by its inner forge, which heats its body and even allows it to occasionally spew fire from its innards. The forge is perpetually heated due to a magical link to the Elemental Plane of Fire. However, this link can become unstable if the golem is damaged. If the golem is destroyed, the pent-up energy contained in the adamantine erupts in an enormous explosion; because of this, adamantine golems are seldom used as guardians or protectors.
Clockwork Golem
Clockwork golems are a special creation of the rock gnome tinkerers; the methods used to produce them are not usually shared with other races. These normally diminutive constructs are usually tasked with manual labor and other mundane tasks; however, they do have built-in defensive capabilities. As with most other golems, a spirit from the Plane of Earth is used to give the golem mobility. However, clockwork golems only require the weakest of elementals to function properly. Because of this, they are not very hard to produce by gnome standards.
In an emergency, clockwork golems are able to magically increase their size (this does, however, prevent them from fitting through some of the gnome-sized tunnels). They also have the ability to deliver a potent electric shock, and there are usually multiple of them stationed inside of a rock gnome's laboratory.
Jade Golem
This golem is fashioned from carved jade plates and given life through an ancient ritual only known to yuan-ti high priests. These golems are given an animating spirit by the bones of a slain naga. Although the naga's immortal spirit reforms a new body, its corpse retains a fragment of the naga's power. The bones of the naga are fashioned into a crude skeleton before being entombed in jade.
These golems are usually fashioned in the semblance of a yuan-ti abomination, although some are modeled after giant snakes instead. Jade golems are strong and agile, and they retain a portion of the power of the nagas. They are almost always created to protect yuan-ti strongholds and temples, and they serve as yet another reason for yuan-ti to war with the nagas. Jade golems can constrict foes and spray them with poison; the power of the naga gives them limited spellcasting abilities.
Mithral Golem
Mithral golems are towering constructs imbued with the unique magical properties that only mithril can endow. They appear similar to iron golems; however, they are usually shaped to be much more sleek than their heavier counterpart. Mithral golems, though large, are extremely agile; they are also more resistant to magic than other golems.
Unlike other golems, a spirit from the Elemental Plane of Air is sealed inside of the golem during its creation. This gives it the ability to magically augment its speed and agility if it so needs. Due to the high price of mithral and the large quantity of it needed, mithral golems are very rare. Most are built to guard mages' vaults and other such places. The special techniques used to produce mithral golems have only been learned relatively recently, so these golems are not normally found in ancient places.
Spellflux Golem
Spellflux golems are iron golems that have a magical crystal core inside of their chests. Each core is unique in size and shape, but all are linked to Limbo, the Plane of Chaos. These cores float inside of the golem's torso, protected from harm by a thin magical barrier, allowing for the core to be seen from the outside. The core gives the golem heightened magical abilities and the ability to bombard opponents with magical energy. It also allows its creator to cast certain spells through the golem.
Unfortunately, the core's link to the Plane of Chaos can become unstable if the golem is damaged, as the magical barrier around the core must be sustained by the golem. A damaged golem may unintentionally cause bizarre effects to occur around it. Despite these risks, many wizards still use this golem as a guardian because it is more powerful than even an iron golem.
Adamantine Golem
Huge construct, unaligned
- Armor Class 22 (natural armor)
- Hit Points 339 (20d20 + 119)
- Speed 35ft.
STR DEX CON INT WIS CHA 27 (+8) 9 (-1) 24 (+7) 3 (-4) 12 (+1) 1 (-5)
- Saving Throws Str +13, Con +12
- Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
- Senses darkvision 120 ft., passive Perception 11
- Languages can understand the languages of its creator but can't speak
- Challenge 19 (22,000 XP)
Adamantine Shell. Critical hits dealt to the golem become normal hits.
Fiery Explosion. When the golem is destroyed, all creatures within 60 feet of the golem must make a DC 22 Dexterity saving throw, taking 90 (20d8) fire damage on a failed save or half as much on a successful one. Creatures that fail the saving throw are also pushed 10 feet away from the golem and knocked prone. The explosions sets nearby objects and structures on fire.
Fire Absorption. When the golem takes fire damage, it instead takes no damage and regains a number of hit points equal to the fire damage dealt.
Flame Leaks. When the golem starts its turn with 100 hit points or fewer, creatures that start their turns within 10 feet of the golem take 9 (2d8) fire damage.
Immovable. The golem cannot be moved against its will by other creatures.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. The golem cannot be damaged by spells of 3rd level or lower.
Magic Weapons. The golem's weapon attacks are magical.
Siege Monster. The golem deals double damage to objects and structures.
Actions
Multiattack. The golem makes two adamantine fist attacks or one adamantine fist attack and takes the crush action.
Adamantine Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 41 (6d10 + 8) bludgeoning damage.
Crush. The golem attempts to step on an enemy. A creature within 5 feet of the golem must succeed on a DC 20 Dexterity saving throw or take 36 (8d8) bludgeoning damage and be knocked prone.
Fire Breath (Recharge 5-6). The golem expels fire from its core. Each creature in a 60-foot cone must make a DC 20 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save or half as much on a successful one. Flammable structures and objects in this cone that are not being worn or carried are set ablaze.
Clockwork Golem
Small construct, unaligned
- Armor Class 16 (natural armor)
- Hit Points 52 (8d8 + 12)
- Speed 30ft.
STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 18 (+4) 3 (-4) 10 (+0) 1 (-5)
- Saving Throws Str +5
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 30 ft., passive Perception 10
- Languages understands Gnomish but can't speak
- Challenge 3 (700 XP)
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 9 (2d4 + 3) bludgeoning damage.
Enlarge (1/Day). For the next hour, the golem becomes magically enlarged. Its size becomes Medium, it has advantage on Strength checks and saving throws, and it deals and extra d4 damage with its slam attack.
Reactions
Electric Discharge (Recharge 5-6). When the golem takes damage from a melee attack, it can force the attacker to make a DC 13 Constitution saving throw, taking 9 (2d8) lightning damage on a failed save or half as much on a successful one. If the target is wearing metal armor, they make the saving throw with disadvantage.
Jade Golem
Large construct, neutral evil
- Armor Class 17 (natural armor)
- Hit Points 178 (17d10 + 85)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 20 (+5) 6 (-2) 12 (+1) 5 (-3)
- Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made using adamantine weapons
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvison 60 ft., passive Perception 11
- Languages understands the languages of its creator but can't speak
- Challenge 10 (5,900 XP)
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Innate Spellcasting. The golem's innate spellcasting ability is Constitution (spell save DC 17, +9 to hit with spell attacks). The golem can innately cast the following sell, requiring no material components:
At will: minor illusion, thaumaturgy
3/Day each: command, hold person
1/Day each: banishment, blight, lightning boltMagic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Poison Absorption. If the golem takes poison damage, it instead takes no damage and regains a number of hit points equal to the poison damage dealt.
Actions
Multiattack. The golem makes two slam attacks and one constrict attack. The golem can forgo its constrict attack to make an extra slam attack.
Slam. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Constrict. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the golem can't constrict another target. Targets restrained by the golem automatically fail saving throws against the golem's spells and other effects.
Venom Spray (Recharge 6). The golem sprays a blinding poison. All creatures in a 20-foot cone must succeed on a DC 17 Constitution saving throw or take 27 (6d8) poison damage and become blinded until the start of the golem's next turn. Creatures immune to poison damage cannot be blinded by this effect.
Mithral Golem
Large construct, unaligned
- Armor Class 20 (natural armor)
- Hit Points 132 (14d10 + 48)
- Speed 45ft.
STR DEX CON INT WIS CHA 16 (+3) 23 (+6) 18 (+4) 3 (-4) 16 (+3) 1 (-5)
- Saving Throws Dex +10, Wis +7
- Damage Resistances cold, fire, force
- Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 120 ft., passive Perception 13
- Languages understands the languages of its creator but can't speak
- Challenge 13 (10,000 XP)
Greater Magic Resistance. The golem has advantage on saving throws against spells, and spell attacks against it have disadvantage. The golem has resistance to damage it takes from spells of 5th level or lower.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Innate Spellcasting. The golem's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The golem can innately cast the following spells, requiring no material components:
At will: misty step
3/Day each: shield, dispel magicMagic Weapons. The golem's weapon attacks are magical.
Actions
Multiattack. The golem makes three rapier attacks.
Rapier. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 13 (2d6 + 6) piercing damage.
Mithral Speed (Recharge 6). The golem augments its capabilities for a short time. For the next three rounds (including this turn), the golem is considered to be under the effects of the haste spell.
Spellflux Golem
Large construct, unaligned
- Armor Class 20 (natural armor)
- Hit Points 285 (20d10 + 165)
- Speed 30ft.
STR DEX CON INT WIS CHA 24 (+7) 7 (-2) 20 (+5) 3 (-4) 14 (+2) 1 (-5)
- Saving Throws Str +12, Con +10, Wis +7
- Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 120 ft., passive Perception 12
- Languages understands the languages of its creator but can't speak
- Challenge 17 (18,000 XP)
Immutable Form. The golem is immune to any effect that would alter its form.
Magic Weapons. The golem's weapon attacks are magical.
Magical Absorption. If the golem succeeds on a saving throw against a spell that deals damage, or if a spell attack targeting it misses, it heals 4 (1d8) hit points per spell level of the attack.
Magical Anomalies. If the golem starts its turn with 90 hit points or fewer, roll a d6. On a 6, chaotic energy begins to leak out of it. At the start of each of the golem's turns, roll on the Wild Magic Surge table (located on page 98 of the Player's Handbook). Treat the golem as the caster. The golem continues to create magical anomalies until it is destroyed or starts its turn above 90 hit points.
Spell Conduit. If the golem's creator is within 300 feet of the golem and can see it, he can cast spells with a range of 120 feet or less through the golem. The golem must use its reaction to cast the spell, and the golem is treated as the caster by harmful effects such as those originating from the ring of spell turning.
Actions
Multiattack. The golem makes two slam attacks and a chaos blast attack if possible.
Slam. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Chaos Blast (Recharge 5-6). The golem expels chaotic energy from its core. Each creature within a 40-foot cone originating from the golem must make a DC 18 Dexterity saving throw, taking 9 (2d8) force damage, 9 (2d8) lightning damage, 9 (2d8) fire damage, and 9 (2d8) cold damage on a failed save or half as much on a successful one. A creature that fails the save also becomes affected as if by the confusion spell during their next turn.