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Arcane Golem

Large construct, unaligned


  • Armor Class 12 (17 with shield)
  • Hit Points 115 (11d10 + 44)
  • Speed 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 18 (+4) 20 (+5) 11 (+0) 1 (-5)

  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from non magical attacks
  • Condition Immunities charmed, exhaustion, frightened paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception ##
  • Languages understands the languages of its creator but can't speak
  • Challenge 8 (3,900 XP)


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

Innate Spellcasting. The golem's innate spellcasting ability is Intelligence (spell save DC 16). The golem can innately cast the following spells, requiring no material components.

At will: detect magic, magic missile, shield
3/day each: counterspell, dispel magic
1/day each: arcane explosion, wall of force

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

Magic Weapon. The golem's weapon attacks are magical.

Actions

Multiattack. The golem makes two slam attacks.

Arcane Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 4 (1d8) force damage.

Slow (Recharge 5-6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 16 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.