Cybernetic Golem Crusher

Family: Golems

Large construct, unaligned

Armor Class 17 (skymetal body)
Hit Points 210 (20d10 + 100)
Speed 40 ft.

22 (+6) 10 (+0) 20 (+5) 7 (-2) 10 (+0) 5 (-3)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that are not skymetal (adamantine)
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 10 (5,900 XP)


  • Berserk. Whenever the golem starts its turn with 100 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. If the golem’s creator is within 60 feet of the berserk golem (or via the Comm trait), the creator can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 100 hit points or fewer, the golem might go berserk again.
  • Comm. A golem can receive wireless communications (and thus commands from its creator) at planetary range.
  • Immutable Form. The golem is immune to any spell or effect that would alter its form.
  • Magic Weapons. The golem’s weapon attacks are magical.
  • Magic Immunity. A cybernetic or nanotech golem is immune to any spell or spell-like ability that allows a saving throw unless the spell specifically targets constructs. In addition, certain spells and effects function differently against the golem as follows.
    • The golem can be affected by discharge spell but has a unique reaction to the spells. If the golem fails a saving throw against the spell, it becomes confused for 1d4 rounds instead of suffering the spell’s normal effect.
    • The golem can attempt a Constitution saving throw at the end of each of its turns, ending the condition on a success.
    • Magical effects that deal cold damage slow (as the spell) the golem for 3 rounds automatically (no save). If the golem has a haste circuit and it is active, this effect counters the haste circuit but has no other effect.
    • The golem automatically fails saving throws against weapons and magical effects that deal lightning damage. However, such an effect merely breaks any slow effect on the golem and heals it for 1 Hit Point per 3 damage the effect would have dealt. Any damage that exceeds the golem’s maximum Hit Points is stored as charges for its weapons, at a rate of 1 charge per Hit Point the golem would have gained. Any additional damage is ignored. This stored damage can be added to its next Pulse Gauntlet attack or, if completely consumed, used to recharge its Corona Artillery Laser.


  • Multiattack. The golem makes two Pulse Gauntlet attacks.
  • Pulse Gauntlets. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage. On a critical hit the target is knocked prone and stunned until the end of its next turn.
  • Corona Artillery Laser (Recharges 5-6). The golem fires an artillery-sized laser in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one. This attack deals double damage to objects and structures.


  • Haste Circuit. The golem can use a swift action to gain the benefit of the haste spell. This effect lasts for 1 round, and then the circuit shuts down and must recharge for 1 round before being activated again. The golem can use its circuit up to 10 rounds per day.
  • X-Ray Vision. The golem can grant itself X-ray vision. While active the golem you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To the golem, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.


These automatons, created by powerful spellcasters, differ from most robots in that each has an elemental spirit bound within. Properly binding this spirit, which is usually from an earth elemental, is the most important part of creating a golem. As the spirit is only semiconscious, the golem exists in a mindless state and acts only to defend itself or to follow orders from its creator. In some golems, injury causes the elemental spirit to stir in its artificial shell. As it gains awareness, it rages at its imprisonment.

Section 15: Copyright Notice

Mechanical Monsters (5E) © 2023, Legendary Games; Authors: Jason Nelson, Miguel Colon, Robert J. Grady, Nicholas Hite, Matt Kimmel, Michael Mifsud, James-Levi Cooke, Dan Dillon, Mike Myler, Ismael Alvarez, Jeff Lee, John Lynch.

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