Gold Golem

Large construct, unaligned

Armor Class 18 (natural armor)
Hit Points 252 (24d10 + 120)
Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 20 (+5) 5 (-3) 11 (+0) 1 (-5)

Damage Immunities poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
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 13 (10,000 XP)

SPECIAL TRAITS

  • Death Throes. A gold golem melts into worthless slag when destroyed, releasing a 10-foot radius cloud of fumes around itself. All creatures in the area must make a DC 18 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one.
  • Gleaming Gold. The golem’s body is perpetually lustrous and shiny. In bright light, living or undead creatures within 10 feet of the gold golem must make a DC 18 Constitution saving throw at the beginning of its turn or be blinded for 1 round. In normal light or if the golem is lightly obscured, creatures have advantage on this saving throw, and no save is required in dim light or darkness.
  • 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.
  • Magic Weapons. The golem’s weapon attacks are magical.

ACTIONS

  • Multiattack. The golem makes two attacks with its slam.
  • Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 38 (5d12 +6) bludgeoning damage.
  • Prismatic Surge. As a bonus action when it successfully hits a target with its slam the golem unleashes a ray of prismatic energy from its bejeweled scepter, on either the target or another target within 30 feet. Roll 1d6 to determine the effect:
1d6 Beam Color Effect
1 Red The target must make a DC 18 Constitution saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
2 Orange The target must make a DC 18 Constitution saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.
3 Yellow The target must make a DC 18 Constitution saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one.
4 Green The target must make a DC 18 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
5 Blue The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
6 Indigo The target must succeed on a DC 18 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Gold golems are extravagant constructs, crafted at great expense at the command of the rich and powerful. They’re most often used to guard palaces and family vaults but are rarely placed in areas that are hidden away from casual observation. Many of those who expend the funds to create a gold golem aren’t the type to hide the conspicuous display of their wealth from their visitors. Gold golems are often humanoid shape, but many are also crafted in the form of animals or other beasts. They generally stand around 10 feet tall and in excess of 5,000 pounds.

Section 15: Copyright Notice

Ultimate Treasury (5E) © 2023, Legendary Games; Authors: Jason Nelson, Loren Sieg, Pedro Coelho, Matt Goodall, Linda Zayas-Palmer, Thurston Hillman, Jeff Ibach, and Alex Augunas

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