Gravity Golem

Family: Golems

Large construct, unaligned

Armor Class 17 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 3 (-4) 12 (+1) 2 (-4)

Saving Throws Str +10, Con +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 120 ft., passive Perception 11
Languages understands the languages of its creator but can’t speak
Challenge 11 (7,200 XP)
Proficiency Bonus +4

SPECIAL TRAITS

  • Disjointed. A creature that attacks the golem can choose to take a ?5 penalty to the attack roll to target one of the six orbs of energy that connect the golem’s body parts. If the attack hits, the golem suffers an additional effect until the end of its next turn, depending on which orb was targeted: Arm. The golem loses hold of any creature it has grappled in that arm and has disadvantage on the next Slam attack it makes using that arm.
    • Leg. The golem’s speed is halved.
    • Head. The golem can’t use Shock Beam.
    • Torso. The golem can’t use Force Pulse.
  • 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.
  • Overload. Whenever the golem takes 10 or more lightning damage from a single source, it can’t take reactions until the end of its next turn.

ACTIONS

  • Multiattack. The golem makes two Slam attacks, one with each of its two arms.
  • Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning plus 4 (1d8) force damage and the target is grappled (escape DC 16).
  • Gravity Wave (Recharge 5 6). The golem releases a wave of gravitational energy in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 36 (8d8) force damage and its speed becomes 0 until the end of its next turn. On a successful save, the creature takes half as much damage and its speed isn’t reduced.

BONUS ACTIONS

  • Force Pulse. Each creature within 30 feet of the golem must make a DC 17 Strength saving throw. On a failed save, a creature takes 9 (2d8) force damage and is either pulled 10 feet toward the golem or pushed 10 feet away from the golem (golem’s choice). On a success, a creature takes half as much damage and isn’t moved.
  • Shock Beam. The golem shoots a beam of lightning at a creature it can see within 120 feet of it. The target must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) lightning damage, and be staggered until the end of its next turn. While staggered, the creature can’t take reactions and must choose whether it gets an action, a bonus action, or a move on its turn; it gets only one of the three.

REACTIONS

  • Antimagic Arc. When a creature within 60 feet of the golem attempts to cast a spell or use a magic item, the creature must make a DC 17 Charisma saving throw. On a failure, the attempt fails and the action is wasted. Additionally, the magical properties of each non-artifact item the creature is carrying are suppressed until the end of its next turn.

ABOUT

Gravity golems are fierce arcane constructs crafted from various alloys of metal etched with magical runes. A fascinating sight that seems to defy common sense, a gravity golem’s disjointed body parts are held together by gravitational energy from numerous glowing, rune-enchanted orbs. A gravity golem is a fearsome guardian that acts upon its master’s commands with unyielding and single-minded determination, using gravitational magic and pure energy to destroy whoever tries to stand against it.

Section 15: Copyright Notice

Milando's Guide to Magical Marvels. Copyright 2022. Eventyr Games.

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