Treasure Golem

huge construct, unaligned
Treasure Golem
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
Armor Class: 18 (natural armor)
Hit Points: 230 ()
Speed: 30 ft

STR24(+7)DEX10(+0)CON20(+5)INT3(-4)WIS11(+0)CHA1(-5)
Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages of its creator but can’t speak
Challenge: 15 (13,000 XP)

Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons: The golem’s weapon attacks are magical.
Immutable Form: The golem is immune to any spell or effect that would alter its form.
Treasure Sense: The golem can pinpoint the location of any object worth at least 100 gp within 60 feet of it.
Treasure Body: The golem is composed of gold coins, gems, and various magical items. Whenever the golem takes damage, it loses some of its treasure components. For every 50 points of damage it takes, roll a d20 and consult the Treasure Body table to determine what kind of treasure falls off the golem. The treasure remains on the ground until picked up or until the golem reclaims it as a bonus action. If the golem reclaims a magic item, it can use it as part of the same bonus action.
d20Treasure
1-6 gold coins
7-12 gems worth 50 gp each
13-16A common magic item
17-19An uncommon magic item
20A rare magic item

Actions

Multiattack: The golem makes two slam attacks and uses it's Magic Item feature if available.
Slam: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 () bludgeoning damage.
Magic Item (Recharge 5-6): The golem uses one of the magic items in its body. Roll a d100 and consult the Magic Item table to determine what kind of item it uses. Once an item is used, it can’t be used again until the golem finishes a short or long rest.
d100Magic Item
1-5Scroll: The golem casts Magic Missile (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

3 missiles deal automatically 1d4+1 force damage each to one or several creatures (+1 missile/lvl).

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as a 3rd-level spell.
6-10Scroll: The golem casts Mending (transmutation)
Level: 0
Casting Time: 1 minute
Concentration: No
Ritual: No

Repair break or tear in an object (broken chain link, two halves of a broken key, torn cloak, leaking wineskin, etc).

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on itself and regains hit points.
11-15Scroll: The golem casts Fireball (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl).

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as a 3rd-level spell (DC 15).
16-20Scroll: The golem casts Invisibility (illusion)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target becomes invisible during 1 hour or until she attacks or casts a spell (+1 creature/lvl).

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on itself.
21-25Scroll: The golem casts Levitate (transmutation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

1 creature or object that weighs up to 500 pounds rises vertically up to 20 ft then remains suspended.

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on itself or a creature within 60 feet of it (DC 15).
26-30Scroll: The golem casts Lightning Bolt (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures on a 100-ft-long, 5-ft-wide line must succeed on a Dex. save or take 8d6 lightning damage (damage/lvl).

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as a 3rd-level spell (DC 15).
31-35Scroll: The golem casts Mirror Image (illusion)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

Create 3 illusory duplicates of the caster, each of them having a AC equal to 10 + Dex.Mod and being destroyed if they are hit.

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on itself.
36-40The golem equips a +1 shield, increasing it's AC by 3, but it loses it's multiattack feature.
41-45The golem makes a ranged attack with a +1 arrow (+7 to hit, range 150/600 ft., one target. Hit: 10 () piercing damage).
46-50The golem makes a melee attack with a +1 dagger (+12 to hit, reach 5 ft., one target. Hit: 11 () piercing damage).
51-55The golem makes a melee attack with a +1 mace (+12 to hit, reach 5 ft., one target. Hit: 13 () bludgeoning damage).
56-60The golem makes a melee attack with a +1 sword (+12 to hit, reach 5 ft., one target. Hit: 13 () slashing damage).
61-65The golem makes a melee attack with a flame tongue sword (+12 to hit, reach 5 ft., one target. Hit: 15 () slashing damage plus 7 () fire damage).
66-70The golem makes a melee attack with a frost brand sword (+12 to hit, reach 5 ft., one target. Hit: 15 () slashing damage plus 7 () cold damage).
71-75The golem makes a melee attack with a mace of terror (+12 to hit, reach 5 ft., one target. Hit: 13 () bludgeoning damage and the target must succeed on a DC 15 Wisdom saving throw or become frightened of the golem for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this effect for the next 24 hours.).
76-80The golem makes a melee attack with a mace of thunderbolts (+12 to hit, reach 5 ft., one target. Hit: 13 () bludgeoning damage and if the target is a creature or a flammable object, it must succeed on a DC 15 Constitution saving throw or take 7 () thunder damage and be pushed 10 feet away from the golem.).
81-85The golem makes a melee attack with a sword of life stealing (+12 to hit, reach 5 ft., one target. Hit: 13 () slashing damage and if the target is a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or take an extra 10 () necrotic damage. The golem gains temporary hit points equal to the extra damage dealt.).
86-90The golem makes a melee attack with a sword of wounding (+12 to hit, reach 5 ft., one target. Hit: 13 () slashing damage and the target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest.).
91-95The golem makes a melee attack with a dagger of venom (+12 to hit, reach 5 ft., one target. Hit: 13 () piercing damage and if the target is a creature it must succeed on a DC 15 Constitution saving throw or take poison damage and become poisoned for 1 minute).
96-100The golem makes a melee attack with a vorpal sword (+12 to hit, reach 5 ft., one target. Hit: 15 () slashing damage. the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra slashing damage from the hit).

Bonus Actions

Reclaim: The golem reclaims a magic item and regains 20 hit points. It can use the magic item as part of the same bonus action.

Notes

The treasure golem is a fearsome sight to behold. It resembles a hulking humanoid made of gold coins, gems, and various magical items that sparkle and glow with arcane power. It moves with surprising speed and agility, slamming its fists into its enemies and unleashing the effects of its magic items. It does not speak, but emits a loud clinking sound as it moves. It is fiercely protective of its treasure, and will pursue anyone who tries to steal from it or damage it. It can sense the presence of other valuable items nearby, and will try to incorporate them into its body if possible.
Tags:bonus actionhealingd100randomrechargespellsunalignedconstructdarkvisionimmunity

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