Golem, Smaragdine

Family: Golems

Large construct, unaligned

Armor Class 17 (natural armor)
Hit Points 231 (22d10 + 110)
Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 11 (+0) 21 (+5) 3 (-4) 11 (+0) 1 (-5)

Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 14 (11,500 XP)
Proficiency Bonus +5

SPECIAL TRAITS

  • Construct Nature. The golem doesn’t require air, food, drink, or sleep.
  • Enchanted Weapons. The golem’s weapon attacks are magical. When the golem hits with any weapon, the weapon deals an extra 5d8 force damage (included in the attack).
  • 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 Vessel. When the smaragdine golem counters or ends a spell with Absorb Spell, it holds the spell’s magical energy within its body and becomes Charged for 1 minute. While Charged, the golem sheds dim light in a 10-foot radius.

ACTIONS

  • Multiattack. The smaragdine golem makes two Slam attacks. It can replace one attack with a use of Release Spell.
  • Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 22 (5d8) force damage.
  • Release Spell (Recharge Special). The smaragdine golem releases an absorbed spell’s energy in a green burst centered on a point the golem can see within 60 feet of it. Each creature, other than the smaragdine golem, within 5 feet of that point per level of the absorbed spell must make a DC 18 Dexterity saving throw. On a failure, a creature takes 10 (3d6) force damage per level of the absorbed spell and is incapacitated until the end of its next turn. On a success, a creature takes half the damage and isn’t incapacitated. The golem can use this action only if it is Charged (see the Magic Vessel trait).

REACTIONS

  • Absorb Spell. When a creature the smaragdine golem can see within 30 feet of it casts a spell, the golem can absorb the spell’s energy, countering it. This works like the counterspell spell, except the golem must always make a spellcasting ability check, no matter the spell’s level. Alternatively, when a creature the golem can see within 30 feet of the golem starts its turn while under the effects of a spell, such as bless or heroes’ feast, the golem can absorb the spell’s magic, ending the effect. In either case, the golem’s ability check for this is +10. If it successfully counters or ends the spell, it becomes Charged (see the Magic Vessel trait). The golem can’t use Absorb Spell while it is Charged.

ABOUT

This large statue of emerald-green crystal has a humanoid body with the head of an ibis. Tiny symbols and runes are etched into it, and portions of it are inlaid with bits of gold.

Occult Initiates. Smaragdine golems are crafted by disciples of occult esoterica to guard their secret meeting halls, sacred texts, and the arcane books of power.

Emerald Body. Though they seem to be made entirely of emeralds (and some are used in their construction), a smaragdine golem’s body is closer to enchanted glass than to gemstones, a sad truth that has disappointed many plunderers.

A Maker’s Privilege. Though smaragdine golems are sometimes given to powerful mages, scholars, theurgists, and hierophants as a token of esteem, they are always subject first to the magic and orders of their creators.

Section 15: Copyright Notice

Tome of Beasts 1 ©2023 Open Design LLC; Authors: Daniel Kahn, Jeff Lee, and Mike Welham.

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