Mechanical Golem (5e Creature)
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Large construct, unaligned
Damage Immunities lightning, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine
Shocking Critical. On a critical hit, the golem deals an additional 10 (3d6) lightning damage and if the target is a creature, it must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of its next turn. A creatures makes a critical hit against the golem with a metal melee weapon also suffers these effects.
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.
Multiattack. The golem makes two melee attacks.
Saw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 27 (4d10 + 5) slashing damage.
Skewer. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 27 (4d10 + 5) piercing damage.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage.
Cannon. Ranged Weapon Attack: +9 to hit, reach 60 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage.
The mechanical golem is a nightmare combination of magic and technology first woven together in the mind of a madman. They come in many sizes, but are generally man-like in shape. In most cases, they have some manner of melee weapon built onto one of their arms and a cannon mounted on their chest.
Constructed Nature. A mechanical golem doesn't require air, food, drink, or sleep.
Creating a Mechanical Golem
|40 days||70,000 gp||Very rare|