Runeward Golem

Family: Golems

Large construct, unaligned

Armor Class 16 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 18 (+4) 4 (-3) 12 (+1) 2 (-4)

Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands commands given in any language but can’t speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3

SPECIAL TRAITS

  • Frozen Cogwheels. When the golem takes 10 or more cold damage in a single turn, its speed is halved and it can’t take reactions or bonus actions until the end of its next turn.
  • Immutable Form. The golem is immune to any spell or effect that would alter its form.
  • Runebound. The golem is magically bound to a specific warden runestone. As long as the golem and its warden runestone are on the same plane of existence, any creature holding the warden runestone can telepathically command the golem as a bonus action. If the golem is left without instructions, it continues to follow its last orders to the best of its ability.

ACTIONS

  • Multiattack. The golem makes two slam attacks.
  • Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and, if the target is a creature, it suffers one of the following effects (golem’s choice):
    • The target must succeed on a DC 15 Strength saving throw or be knocked prone or pushed 10 feet back (golem’s choice).
    • The target must succeed on a DC 15 Wisdom saving throw or be compelled to fight the golem. Until the end of the target’s next turn, it has disadvantage on attack rolls against creatures other than the golem. If it attempts to move away from the golem, it must first succeed on a DC 15 Wisdom saving throw or be unable to move.

BONUS ACTIONS

  • Blinding Beam. One creature within 60 feet of the golem that can see it must succeed on a DC 15 Constitution saving throw or be blinded until the end of the golem’s next turn.
  • Runic Magic. The golem activates the runes engraved on it to gain one of the following benefits until it uses this action again:
    • The golem gains resistance to one type of damage.
    • The golem gains a +1 bonus to AC and Dexterity saving throws.
    • The golem’s attacks deal an additional 3 (1d6) force damage on a hit. A creature carrying the golem’s runestone also gains this benefit while it is within 30 feet of the golem.

REACTIONS

  • Parrying Grasp. When a creature hits the golem or another creature within 5 feet of the golem with a melee weapon attack, the golem can reduce the damage by 1d10 + 4. If the golem reduces the damage to 0, it also grasps the weapon. If the weapon’s wielder can’t or won’t let go of the weapon, the wielder is grappled while the weapon is grasped. While grasped, the weapon can’t be used. A creature can pull the weapon free by taking an action to make a DC 14 Strength check and succeeding. A runeward golem can have only one corresponding warden runestone, and if that runestone is destroyed, the golem is incapacitated until a replacement runestone is created.

ABOUT

Runeward golems are durable constructs designed to protect their master at any cost. Clad in heavy armor and infused with various protective runes, a runeward golem typically resembles a large humanoid.

Every runeward golem is bound to a specific runestone, a warden runestone. It must obey the telepathic commands given by anyone holding its stone and continues to do so even if that creature dies.

Although a runeward golem is a fearsome combatant on its own, it is a protector at its core. Its quick reflexes allow it to fend off attacks made against its master or their allies while the magical runes etched onto its armor infuse both itself and its master with various layers of protection.

Section 15: Copyright Notice

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

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