Cybernetic Golem Grunt

Family: Golems

Large construct, unaligned

Armor Class 15 (natural armor)
Hit Points 121 (9d10 + 72)
Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 26 (+8) 1 (–5) 10 (+0) 6 (–2)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
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 cannot speak
Challenge 8 (3,900 XP)

SPECIAL TRAITS

  • Berserk. When the cybernetic golem takes damage from a single source that reduces its hit point total by 50% or more, it must succeed a DC 15 Wisdom saving throw or become unable to process friend from foe and attacks the closest creature within range. It will continue to do so until calmed by its creator with a DC 10 Charisma (Persuasion) ability check or when there are no creatures left that it can detect.
  • Immutable Form. The golem is immune to any spell or effect that would alter its form.
  • Magic Resistance. The cybernetic golem has advantage on saving throws against spells and other magical effects.

ACTIONS

  • Multiattack. The cybernetic golem makes two artillery laser or two pulse gauntlet attacks.
  • Artillery Laser. Ranged Weapon Attack: +8 to hit, range 120/360 ft., one target. Hit: 19 (5d6 + 2) fire damage.
  • Pulse Gauntlet. Melee Weapon Attack: +8 to hit, 10 ft. reach, one target. Hit: 17 (2d8 + 8) thunder damage.

BONUS ACTIONS

  • Haste Circuit (3/day). The cybernetic golem can give itself the benefits of the haste spell until the end of its next turn.
  • X-Ray Sensors. The cybernetic golem can give itself the ability to see through walls and objects up to 15 feet thick. One inch of lead blocks this effect.

ABOUT

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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