Golem, Nanotech

Family: Golems

Large swarm of Tiny constructs (robot), unaligned

Armor Class 19 (skymetal armor)
Hit Points 210 (20d10 + 100)
Speed 40 ft., fly 40 ft.

22 (+6) 16 (+3) 20 (+5) 3 (-4) 11 (+0) 4 (-3)

Saving Throws Dex +8, Con +10, Wis +5
Skills Perception +5, Stealth +8
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poison, psychic, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 15
Languages Common, Terran
Challenge 14 (11,500 XP)


  • All-Around Vision. The golem sees in all directions at once.
  • Comm. The golem can receive wireless communications (and thus commands from its creator) at planetary range.
  • Electrical Weakness. The golem has disadvantage on saving throws against lightning damage. If the golem rolls a natural 1 on the save it is stunned until the end of its next turn.
  • 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 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 1 minute (as the confusion spell) instead of suffering the spell’s normal effect. The golem can use its Constitution saving throw modifier, instead of Wisdom, at the end of each of its turns, ending the confusion on a success.
    • Magical effects that deal cold damage slow (as the slow spell) the golem for 3 rounds (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 are 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. It can add this charge as bonus lighting damage on its next attack.
  • Self-Repair Protocols. The golem regains 10 hit points at the start of its turn. If the golem takes acid or fire damage, this trait doesn’t function at the start of the golem’s next turn. The golem dies only if it starts its turn with 0 hit points and doesn’t self-repair.
  • Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. A swarm takes half damage from attacks that use an attack roll and double damage from effects that require it to make a saving throw. Creatures that are not swarms are impaired while they remain in the swarm’s space or within 5 feet of it and have disadvantage on attack rolls and Constitution saving throws to maintain concentration. The area of the swarm is considered difficult terrain.


  • Nanite Cloud. The golem attacks all creatures that share a space with it and within 5 feet, automatically doing 36 (8d6) piercing damage, or 14 (4d6) piercing damage if the swarm has half of its hit points or fewer. The target also takes 5 necrotic damage at the start of its turn until it makes a DC 18 Constitution saving throw. This necrotic damage is accumulative and persists even after leaving the swarm’s space. A healing spell automatically removes any accumulated necrotic damage after the target leaves the swarm or the swarm is destroyed.
  • Nanite Scattershot. The golem targets one creature it can see within 60 feet of it. The target must make a DC 16 Dexterity saving throw, taking 27 (5d10) piercing damage on a failed save, or half as much damage on a successful one. The golem only uses this attack against creatures at range, not creatures sharing its space or adjacent to it.


These microscopic machines are bound together by a single animating spirit that guides their actions. Not a true consciousness, this seething swarm of nanobots can nonetheless follow complex commands given by its creator, shaping and reforming within its designed parameters, gaining incredible solidity, becoming amorphous, or nearly vaporous.

Unlike some other golems, a nanotech golem retains a singularity of purpose and doesn’t risk going berserk.

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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