A gold-colored construct like a heavy suit of armor adorning a living statue rises before you. Tendrils of blue-white lighting trace time-worn runes etched into its ancient carapace as it plods toward you.
Ancient Guardians. Through powerful magic and strange technology, the orichalcum golems were once common protectors of the genius tinkers that made them. The art of creating these perfectly loyal constructs is as dead as the civilization they originated from, but many of these guardians still stand watch over the ruins of their old masters' workshops.
Endless Obedience. While many orichalcum golems were once dynamic and sometimes clever servants, their instructions have worn down over millennia. Most have latched onto a single directive and will follow it until the next few millennia break them down completely. Occasionally a golem loses any logical direction and repeats a single task, such as digging, walking, or even attacking, until some external force puts a stop to it.
Powered Servant. An orichalcum golem doesn't require air, food, drink, or sleep.
Orichalcum Golem
Medium construct, unalignedArmor Class 14 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 10 (+0) | 17 (+3) | 3 (−4) | 10 (+0) | 1 (−5) |
Damage Immunities fire, lightning, 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 one language of its creator but can’t speak
Challenge 5 (1,800 XP)
Ethereal Sight. The golem can see into the Ethereal Plane up to 60 feet, though it cannot affect objects or creatures there.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Deflection. Whenever the golem is subjected to lightning damage, it takes no damage, and the lightning arcs instead to all creatures within 30 feet. Targets must succeed a DC 13 Dexterity saving throw, taking 13 (3d8) lightning damage on a failed save or half as much on a successful one. (If there're no creature within range, the lightning dissipates harmlessly into the ground.)
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Actions
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and if the target is Medium or smaller, it is knocked prone.
Vril Surge (Recharge 5–6). The golem targets one metallic object it can see within 30 feet. Crackling arcs of brilliant blue electricity burst toward the target. The creature, wearing or holding the targeted object, must succeed a DC 13 Dexterity saving throw, taking 27 (6d8) lightning damage if wearing the object and being stunned until the end of its next turn or taking 18 (4d8) lightning damage if holding the object and dropping said object, or half as much on a successful one. If the creature is submerged or standing in more than 6 inches of water, it makes the roll with disadvantage.