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Super Adaptoid Golem

Adaptoid Golem

Large large construct, neutral
Armor Class: 17
Hit Points: 228
Speed: 45 45 , fly: 60 45 , burrow: 30 45 , swim: 10 45 , climb: 30 45

STR

21 +5

DEX

15 +2

CON

20 +5

INT

2 -4

WIS

14 +2

CHA

1 -5

Saving Throws: Con +9, Str, +10
Damage Resistances: Damage from Spells, Fire, Shock, Ice, Bludgeoning, Slashing, Piercing
Damage Immunities: Poison , Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Languages: Understands The languages of its creator but can't speak

Dweomercore Reactor.
The golem is Stunned while it has no Charge Counters. At the beginning of each of its turns, the sealwarden gains three Charge Counters if it has no Charge Counters.
Supercritical Overload. If the golem starts its turn with 10 or more Charge Counters, it must make a DC 10 Constitution saving throw.
  On a failed save, the golem is destroyed, and each creature within 15 feet of it must succeed on a DC 15 Constitution saving throw or take 11 (2d10) force plus 9 (2d8) slashing damage, or half as much on a success.
  Magehunter's Gaze.
The golem can sense what the highest level unexpended spell slot of any creature it can see is.

Actions

Multiattack.
The Golem makes two attacks with its Magebreaker Fist.
Magebreaker Fist.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the sealwarden gains one charge counter per level of the target's highest level unexpended spell slot.   Overcharge (Costs 3 Charge Counters).
The target must succeed on a DC 15 Constitution saving throw or lose attunement to a random item it is attuned to..
Spellpurge Glare (Costs 4 Charge Counters). The sealwarden's face folds inward, and from it
emerge flickering tendrils of baleful blue light toward a creature it can see within 5 feet.
  The target must succeed on a DC 15 Constitution saving throw or take 27 (6d8) radiant damage and lose its highest level unexpended spell slot, or take half as much damage on a success.
  Dampening Field (Costs 9 Charge Counters).
The sealwarden's armor flares open, releasing a cloud of glowing motes in a 60 foot radius that last for ten minutes or until cleared by a strong wind.
  A creature in the area that casts a spell of 1st level or above must expend one additonal spell slot (of any level) or have the spell fail.

Reactions

Waste Magic Recycling
When the Golem is targeted with a spell it regains a charge counter.

These Adaptoid Golems are expensive and difficult to repair, and as such are typically kept in reserve until lesser automata have failed to subdue a magical threat. Once deployed, they generally attack the creature with the highest level unexpended spell slot that they can see, first attacking with their Magebreaker Fist, then using their Spellpurge Glare for as long as they have available charge counters, then switching back.   They use their Overcharge only on their second attack, and only if they have seen their target make use of a magic item, and use their Dampening Field immediately whenever they start their turn with 9 or more charge counters. They use their Waste-Magic Cycling at each opportunity, even if doing so puts them in danger of a Supercritical Overload.

Physical Description

General Physical Condition

Combat Tinkering.
A creature within 5 feet of a restrained or Incapacitated automaton may make a Dexterity (Tinker's Tools) or Dexterity (Thieves' Tools) check with DC equal to the automaton's Constitution score, producing one of the following results which lasts until the automaton is repaired on a success:
Sensor Fritz.
The automaton is Blind beyond a 10 foot radius.
Loosen Fittings.
The first attack the automaton makes each turn is made at disadvantage. Target Misalignment. The automaton becomes hostile to all creatures and chooses targets at random.
Engine Stall.
At the beginning of each of its turns, the automaton must succeed on a DC 10 Constitution saving throw or be unable to gain Charge Counters until the beginning of its next turn.
Dismantle. The automaton loses hit points equal to the result of the check.

Body Features

ARCANA CHECKS:
Arcana DC 10:
Despite their superficial similarity to golems, automata are animated by entirely different principles of magic, relying on an animated core piloting an inanimate shell, rather than a pervasive animating spirit.
They are considered an altogether lesser form of constructed servant, as they require more intricate and breakable manufactured parts to accomodate the less sophisticated enchantments, along with much narrower and more specific instructions than can be given to golems and other such constructed animates.
  Nevertheless, they see frequent use among even masters of the magics of artifice, as the downsides are outweighed by their considerably reduced cost and the increased speed with which they can be produced.
Arcana DC 15: The dweomer engines that house the animating spirit of these automata are often built hastily and without much margin for error, leading to erratic results if they are jostled too roughly, and a tendency to explode if they are unable to discharge energy as fast as they produce it.
History DC 15: The arcane alloys magesteel automatons possess are difficult to produce.  Many of these automatons are created to hunt down rogue spellcasters.  They are often used by the Assembly of the Weave to assist in hunting down Warlocks and Sorcerors.
Children

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