Golem, Lotus

Family: Golems

Large construct, unaligned

Armor Class 14
Hit Points 82 (11d10 + 22)
Speed 30 ft.

14 (+2) 19 (+4) 14 (+2) 6 (-2) 12 (+1) 4 (-3)

Saving Throws Strength +6, Dexterity +8
Skills Athletics +6, Perception +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities cold, fire, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 19
Languages understands the languages of its creator but can’t speak
Challenge 9 (5,000 XP)

Special Traits

  • Arcane Pool. The lotus golem absorbs energy from nearby spellcasting. Most lotus golems hold 1 charge point at any given time but can hold up to 4. As a bonus action while casting a spell within 5 feet of the lotus golem, the golem’s controller can expend the golem’s charge points to cast the spell without expending a spell slot. To do so, the controller must expend a number of charge points equal to the level of the spell.
  • Drain Item. When the golem hits with a melee attack, the target must succeed on a DC 16 Dexterity saving throw or one magic item it is wearing or carrying loses its magical properties until the target finishes a long rest or the golem dies. The golem gains 1 charge point if the target fails.
  • 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.
  • Water Walker. The golem can move across the surface of water as if it were harmless, solid ground. This trait works like the water walk spell.
  • Construct Nature. A golem doesn’t require air, food, drink, or sleep.


  • Multiattack. The lotus golem makes two arcane water attacks.
  • Arcane Water. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d12 + 2) bludgeoning damage plus 7 (2d6) force damage.


  • Arcane Absorption. When a spell is cast within 30 feet of it, the golem absorbs some of the spell’s potency. If it is a spell that forces a saving throw, the DC to succeed drops by 2. If it is a spell with an attack roll, the attack roll has disadvantage. The golem regains 20 hp and gains 1 charge point in its Arcane Pool.


Drawing power from the river’s current, the creature’s core glows brighter, and its flowery surface blossoms and fades in cycles like a dozen springtimes.

Magic Battery. Lotus golems absorb magical power from their surroundings, which spellcasters can utilize.

Flowering Strength. A lotus golem’s body always has several blossoms, typically blooms of water plants. These are linked to its mystic strength: a lotus golem with only a few blossoms is far less powerful than one covered in them.

Seasonal Creations. The lotus golem is made of woven water plants and flowers. To make a lotus golem, the creator must use expert weavers with fresh materials and complete the ritual between sunset and sunrise along a river bank. The golems are much less durable than their clay or stone counterparts and usually last only a few seasons. When they fall apart, their reeds and papyrus elements are used to make spell scrolls.

Section 15: Copyright Notice

Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.

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