Golem, Adamantine (5e Creature)

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Golem, Adamantine[edit]

Large construct, unaligned

Armor Class 22 (natural armor)
Hit Points 550 (44d10 + 308)
Speed 20 ft.

30 (+10) 10 (+0) 25 (+7) 16 (+3) 16 (+3) 1 (-5)

Saving Throws Str +18, Con +15, Int +11
Skills Athletics +18, Perception +19
Damage Resistances acid, force, thunder
Damage Immunities fire, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., tremorsense 120 ft., truesight 90 ft., passive Perception 29
Languages understands the languages of its creator but can't speak
Challenge 25 (75,000 XP)

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.

Regeneration. The golem regains 10 hit points at the start of its turn if it has at least 1 hit point.

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.
The most remarkable difference between an adamantine golem and the weaker constructs is the proto-soul presents inside its metallic clockworks simulating a humanoid self-awareness and intelligence: it is for this reason that adamantine golems have very high intelligence. That means an adamantine golem not only perfectly follows its creator orders (or commands of the possessor of the golem's control amulet), but it can face up and solve problems and situations as any creature gifted of smartness can solve. Adamantine golems learn from their mistakes but they cannot gain real experience.
The loyalty of any adamantine golem to its master is absolute despite the golem's intelligence. However clever they may be, adamantine golems totally lack personality, ethics, morale, and emotions, so they still are unaligned constructs.
An adamantine golem's tough body is susceptible only to weapons imbued with magic. Unlike any other golem, the adamantine golem's structure isn't weak to adamantine weapons because its body is made of the same superior metal. Adamantine golems are the best guardians because of their supernatural enhanced and refined senses. However, their cost of production is absurdly high and prohibitive even for the richest amongst the wealthiest.

Constructed Nature. An adamantine golem doesn't require air, food, drink, or sleep.

Creating an Adamantine Golem[edit]

Time Cost Manual Rarity
250 days 500,000 gp Legendary

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