Golem, Adamantine (5e Creature)
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Large construct, unaligned
Saving Throws Str +18, Con +15, Int +11
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Limited Magic Immunity. The golem is immune to any spell of 5th level or lower.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Adamantine Magic Weapons. The golem's weapon attacks are magical. Its Slam attacks are adamantine weapons, therefore when the golem hits an object with a Slam attack, the hit is a critical hit.
Trample. If the golem moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 26 Strength saving throw or be knocked prone. If the target is prone, the golem can make one slam attack as a bonus action.
Multiattack. The golem makes three slam attacks.
Slam. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 43 (6d10 + 10) bludgeoning damage.
Vibration Burst (Recharge 6). The golem creates a grating, thunderous sound within a 20-foot sphere centred on itself. Each creature within the area must make a DC 23 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
An adamantine golem's body is sculpted from pure adamantine. All other golems are absolutely inferior to the adamantine golem, with crushing limbs equipped with flying and water reactors, quick self-repairing protocols and near-immunity to magic itself, an adamantine golem is a mighty force to be reckoned with and an enemy very difficult to evade or ignore. Such golems stand up to the ravages of time, with all of them always ready to follow their orders until the end of eternity.
Constructed Nature. An adamantine golem doesn't require air, food, drink, or sleep.
Creating an Adamantine Golem
|250 days||500,000 gp||Legendary|