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Golem, Spellbook

Large construct, unaligned

Armor Class 14 (17 with mage armor)
Hit Points 102 (12d10 + 36)
Speed 30 ft., fly 30 ft.

12 (+1) 9 (+4) 16 (+3) 18 (+4) 14 (+2) 2 (-4)

Damage Vulnerabilities fire
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, paralysed, poisoned
Senses blindsight 120 ft.; passive Perception 12
Languages understands the languages of its creator but can’t speak
Challenge 10 (5,900 XP)

Special Traits

  • Arcane Siphon (Recharge 5-6). As a bonus action, the golem can force an enemy spellcaster that it can see within 120 feet to make a DC 16 Intelligence saving throw. On a failed save, the creature loses 1 spell slot at its lowest available level, up to level 5, and the golem gains a spell slot of the same level.
  • 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.
  • Spellcasting. The golem is a 12th-level spellcaster. Its spellcasting ability is Intelligence (save DC 16, +8 to hit with spell attacks). The golem has the following wizard spells prepared:


  • Slash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.
  • Arcane Flurry (Recharge 4-6). Bits of arcane paper fly from the golem in a 60 foot cone. The golem’s hit points are reduced by 8 (1d10 +3). This feature expends one spell slot of any level. Each creature within the area must make a DC 16 Dexterity saving throw or take 13 (3d8) slashing damage, 10 (3d4 +3) force damage, and 22 (4d10) psychic damage. On a successful save, the creature instead takes half damage.
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Knights of the Shadow Realm, Copyright 2020, David Barrentine