Neutronium Golem, Lesser (5e Creature)

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Lesser Neutronium Golem[edit]

Small construct, lawful neutral


Armor Class 18 (natural armor)
Hit Points 189 (14d6 + 140)
Speed 10 ft., fly 600 ft. (hover)


STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 30 (+10) 13 (+1) 11 (+0) 3 (-4)

Saving Throws Int +9, Wis +16, Cha +12
Skills Perception +8
Damage Immunities fire, poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 18
Languages understands all but can't speak, telepathy 120 ft.
Challenge 28 (120,000 XP)


Accretion. The overwhelming gravity around the lesser neutronium golem binds anything nearby to its surface, forming makeshift yet extremely dense armor. It starts with 150 (20d12 + 20) temporary hit points, which it regains after completing a long rest, and gains 42 (6d12 + 3) temporary hit points whenever it starts its turn in an atmosphere or a location with some form of ambient matter; while these temporary hit points remain, the golem has a +5 bonus to its AC. Additionally, whenever a creature touches or makes a melee attack against the golem, it must make a DC 25 Strength saving throw; if conscious, the golem can give creatures advantage on this throw. If the target fails, the weapon or appendage used is stuck to the surface of the golem, and can only be removed if a creature within 5 feet of the golem uses an action and remakes the save successfully.

Fusion Aura. The surface of the lesser neutronium golem is surrounded by matter undergoing nuclear fusion, releasing massive amounts of heat and radiation. While the golem has temporary hit points, creatures which end their turn in a 320-foot radius of it must make a DC 24 Constitution saving throw, taking full damage (as detailed below) on a failed save and half as much on a success; being behind total cover or being behind a creature of the same size category or larger instead causes the creature to take half damage on a failure and none on a success. The table below details the damage of this feature at different ranges:

Range Damage
10 ft. 32 (5d10 + 5) radiant plus 17 (5d6) fire
20 ft. 19 (3d10 + 3) radiant plus 10 (3d6) fire
40 ft. 13 (2d10 + 2) radiant plus 7 (2d6) fire
80 ft. 6 (1d10 + 1) radiant plus 3 (1d6) fire
160 ft. 4 (1d8) radiant
320 ft. 2 (1d4) radiant

Gravitic Aura. The great mass of the lesser neutronium golem causes gravitational disturbances within the localized area. A creature which comes within 120 feet of the golem for the first time on a turn is subject to a variety of effects depending on its distance; it must make a Strength saving throw, taking bludgeoning damage and being forcibly pulled towards the golem on a failure. If a creature fails this saving throw on its turn, it can choose to resist being pulled by spending its movement to cancel out an equal distance of forced movement. The table below details the effects of this feature:

Range Strength saving throw Distance Moved Bludgeoning Damage
15 ft. DC 26 40 feet 16 (3d10) damage.
30 ft. DC 24 30 feet 11 (2d10) damage.
60 ft. DC 21 20 feet 5 (1d10) damage.
120 ft. DC 17 10 feet

Gravitic Mastery. The lesser neutronium golem is not subject to gravity, including its own. It can control the ebb and flow of its own gravity, and may choose to allow creatures and objects to individually not be affected by any or all of the effects of its Gravitic Aura. Additionally, if the golem fails a Strength saving throw, it can choose to succeed instead, and it can choose to be treated as a Huge creature for the purposes of determining effects other than the amount of space it occupies and controls in combat and the size of its Hit Dice. It must be conscious to make use of any part of this feature.

Immutable Form. The lesser neutronium golem is immune to any spell or effect that would alter its form.

Magic Resistance. The lesser neutronium golem has advantage on saving throws against spells and other magical effects.

Starquake. The death throes of the lesser neutronium golem would result in a cosmic conflagration, much akin to a miniature supernova. As a failsafe, when it would be reduced to 0 hit points, the golem is instead rendered unconscious for 1d4 minutes, after which is instantly transported to a random point in the Elemental Chaos with 1 hit point.

ACTIONS

Multiattack. The lesser neutronium golem can use its Magnetar. It then makes two attacks.

Magnetar (3/Day). The lesser neutronium golem teleports itself to an unoccupied space within 30 feet of a creature of its choice that it has seen before. This can transport it to another plane.

Pulsar. The lesser neutronium golem releases waves of radiation. Each creature in a 60-foot radius must make a DC 24 Constitution saving throw. A creature takes 19 (3d10 + 3) radiant damage on a failed save, or half as much damage on a successful one; being behind total cover or being behind a creature of the same size category or larger instead causes the creature to take half damage on a failure and none on a success.

Pulsed X-Ray. Ranged Spell Attack +16 to hit, range 60/240 ft., one target. Hit: 19 (3d10 + 3) radiant damage.

Quasar (Recharge 5-6). The lesser neutronium golem forces the matter on its surface to fuse while focusing the resultant energy using a gravitational lens, releasing a line of electromagnetic radiation 600 feet long that is 10 feet wide. Creatures in this area must make a a DC 24 Constitution saving throw, taking 26 (4d10 + 4) radiant damage plus 14 (4d6) fire damage and gaining one level of exhaustion on a failed save, or taking half as much damage on a success. To use this action, the golem must have temporary hit points, which are lost in the process.

Slam. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 24 (5d6 + 6) bludgeoning damage.


LEGENDARY ACTIONS

The Lesser Neutronium Golem can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Lesser Neutronium Golem regains spent legendary actions at the start of its turn.

Attack. The lesser neutronium golem makes one slam attack.
Move. The lesser neutronium golem moves up to half its speed.
Fusion (Costs 2 Actions). The lesser neutronium golem uses its Pulsar and gains 14 (2d12 + 1) temporary hit points.

Neutronium golems are massive (in the literal sense) constructs fashioned from the super-dense material at the core of a neutron star; they are disproportionately squat figures with a featureless gray surface surrounded by roiling light and blistering heat. These juggernauts were created by an unknown entity or entities, and are sometimes referred to in ancient lore as "neutralizers". They generally stay dormant at the edges of the Inner Planes, in the Elemental Chaos, where they gradually draw in enough matter to appear as miles-wide miniature gas giants. For unclear reasons, those who leave the confines of the Inner Planes and attempt to force their way through the Astral Plane directly into the Outer Planes are sometimes intercepted by one or more of these automatons. Very rarely, neutronium golems will themselves enter lower dimensional space at the behest of long-forgotten directives from their creators to counteract some perceived threat, generally involving flagrant abuse of time-altering magic. In these scenarios, the golems could be likened to cosmic scalpels, with the multiverse as the patient to be operated on.
In combat, a neutronium golem is an all but invincible opponent, and is generally powerful enough to deal with even multiple cosmic-level threats simultaneously, or at the very least delay them until more of its kin arrive. Even approaching a neutronium golem is extremely hazardous for all but the most resilient opponents. Those struck by a neutralizer's powerful fists are often disintegrated with a single blow, their remains briefly decorating the construct's body before being incinerated and crushed to infinitesimal fragments by the unrelenting heat and gravity.
A+ neutronium golem is capable of travel at the speed of light. This gives it a movement speed of roughly 5,901,426,336 feet, or about 299,792,458 meters per second. It is programmed not to do so to preserve the existence of its surroundings, but may override this to move at its full speed in lifeless areas, such as space or certain stretches of the elemental planes, or if a sufficiently urgent situation arises.

4.50
(2 votes)

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