Golem, Quicksilver (5e Creature)
From D&D Wiki
Large construct, unaligned
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Regeneration. The golem regains 100 hit points at the start of its turn. If the golem takes acid damage, this trait doesn't function at the start of the golem's next turn.
Liquid Metal. The golem can move through a space as narrow as 1 inch wide without squeezing. If the golem takes cold or fire damage, its speed is halved on its following turn.
Multiattack. The golem makes three mercury slice attacks.
Mercury Slice. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage. This attack ignores resistance (but not immunity) to slashing damage. The target must make a DC 21 Constitution saving throw or become poisoned for 1 hour.
This roll assumes a humanoid physiology. A severed arm or leg can be restored with a regenerate spell or similar magic.
Quicksilver golems are crafted from liquid metal and can be found in the service of powerful alchemists. It has a featureless, mirror-like surface that occasionally ripples.
Constructed Nature. A quicksilver golem doesn't require air, food, drink, or sleep.
Creating a Quicksilver Golem
|X0 days||X0,000 gp||Very rare|