Neutronium Golem, Lesser (5e Creature)

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Lesser Neutronium Golem[edit]

Small construct, lawful neutral

Armor Class 18 (natural armor)
Hit Points 162 (12d6 + 120)
Speed 10 ft., fly 6,750 ft. (hover)

3 (-4) 9 (-1) 30 (+10) 3 (-4) 11 (+0) 1 (-5)

Saving Throws Dexterity +11, Intelligence +5, Wisdom +14, Charisma +19
Skills Perception +19
Damage Resistances acid, cold, lightning, necrotic, thunder
Damage Immunities fire, poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 120 ft., truesight 120 ft. passive Perception 10
Languages understands all but can't speak, telepathy 180 ft.
Challenge 28 (120,000 XP)

Accretion The overwhelming gravity around the lesser neutronium golem binds anything nearby to its surface, forming makeshift yet extremely dense armor. It starts with 250 temporary hits points and gains 10d10 temporary hit points whenever it ends its turn in an atmosphere or any location with any form of ambient matter; while these hit points remain, it gains +5 to its AC. Additionally, whenever a creature touches or makes a melee attack against the lesser neutronium golem, it makes a DC 25 Strength saving throw. The golem can give creatures advantage on this throw. If the target fails, the weapon or appendage used is stuck to the surface of the golem. Remaking this save requires an action.

Gravitic Aura The great mass of the lesser neutronium golem causes gravitic disturbances within the localized area; a creature which enter this area for the first time on a turn or ends its turn there is subject to a variety of effects. It must make a Strength save, taking bludgeoning damage and being drawn closer on a failure; it can use its movement to avoid being drawn closer, if it has enough left. The table below details the effects of this ability:

Range Effect
10 feet from lesser neutronium golem Strength save DC 28, drawn in by 60 feet, 3d8 bludgeoning damage.
30 ft DC 24, 20 feet, 3d6 bludgeoning damage.
60 ft DC 18, 10 feet, 2d6 bludgeoning damage.
120 ft DC 10, 5 feet.

Gravitic Mastery The lesser neutronium golem is not subject to gravity, including its own. It can control the ebb and flow of its own gravity, and may choose to allow any creature to not be affected by any or all effects of its Gravitic Aura; additionally, if the lesser neutronium golem fails a Strength throw, it can choose to succeed instead. It must be conscious to make use of this trait.

Event Horizon The surface of the lesser neutronium golem is surrounded by matter undergoing nuclear fusion, releasing massive amounts of radiation. A creature which enter this area for the first time on a turn or ends its turn there makes a DC 26 Constitution, taking full damage on a failed save and half as much on a success; being behind total cover or being behind a creature of the same size category or smaller instead causes the creature to take half damage on a fail and none on a success. The table below details the range and damage of this ability:

Range Damage
10 feet from lesser neutronium golem 16d6 radiant damage and 6d6 fire damage
20 ft 8d6 radiant, 4d6 fire
40 ft 4d6 radiant, 2d6 fire
80 ft 2d6 radiant, 1d4 fire
160 ft 1d6 radiant
320 ft 1d4 radiant

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.

Starquake The death throes of the lesser neutronium golem would result in a cosmic conflagration, much akin to a miniature supernova. As a failsafe, when it would be reduced to 0 hit points, the lesser neutronium golem is instead rendered unconscious for 1d4 minutes, after which it disappears and is instantly transported to a random point in the Elemental Chaos.

SuperluminalThe lesser neutronium golem can travel at the speed of light. This gives it a movement speed of roughly 5,901,426,336 feet, the equivalent of 299,792,458 meters per second. It generally chooses not to do so to preserve the existence of its surroundings, but may choose to move at its full speed in lifeless areas, such as the elemental planes, or if a sufficiently urgent situation arises.


Multiattack. The lesser neutronium golem can use its magnetar action. It then makes two slam attacks. It can trade one slam attack for a pulsed x-ray attack.

Magnetar. The lesser neutronium golem teleports itself to an unoccupied space within 30 feet of a creature it has seen before. This can transport it to another plane.

Pulsar. The lesser neutronium golem releases a burst of radiation. Each creature in a 50-foot-radius sphere centered on it must make a DC 26 Constitution saving throw. A creature takes 18 (4d8) radiant damage damage on a failed save, or half as much damage on a successful one; being behind total cover or being behind a creature of the same size category or smaller instead causes the creature to take half damage on a fail and none on a success.

Pulsed X-ray. Ranged Weapon Attack +15 to hit, range 60/120 ft., one target. Hit: 22 (8d4 + 2) radiant damage.

Quasar (Recharge 5-6). Ranged Weapon Attack +18 to hit, range 150/300 ft., one target. Hit: 20 (4d8 + 2) radiant damage plus 14 (4d6) fire damage. Target must succeed on a DC 15 Constitution save or suffer one level of exhaustion. The lesser neutronium golem loses all temporary hit points.

Slam. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 22 (6d8+4) radiant damage.

Legendary Actions[edit]

The lesser neutronium golem can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lesser neutronium golem regains spent legendary actions at the start of its turn.

Attack. The lesser neutronium golem makes one slam attack.
Move. The lesser neutronium golem moves up to half its speed.
Fusion (Costs 2 Actions). The lesser neutronium golem makes a pulsar attack and gains 4d10 temporary hit points.


Neutronium golems are massive (in the literal sense) constructs fashioned from the super-dense material at the core of a neutron star. These juggernauts were created by an unknown entity or entities, and are sometimes referred to in ancient lore as "neutralisers". They generally stay dormant at the edges of the Inner Planes, in the Elemental Chaos, where they gradually draw in enough matter to appear as miles-wide miniature gas giants. Those who leave the confines of the inner planes and attempt to force their way through the Astral Plane into the Outer Planes are sometimes intercepted by one or more of these automatons. Very rarely, neutronium golems will themselves enter lower dimensional space at the behest of long-forgotten directives from their creators to counteract some perceived threat, generally involving flagrant abuse of time-altering magic. In these scenarios, the golems could be likened to cosmic scalpels, with the multiverse as the patient to be operated on.

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