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JNAProductions
2021-12-20, 02:07 PM
If you're dealing with a Crystal Cult, stay out!

Crystal Golem
Large Construct, Unaligned
Armor Class 16 (Crystalline Form)
Hit Points 230 (20d10+120)
Speed 45'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


24 (+7)
14(+2)
22 (+6)
2 (-4)
10 (0)
10 (0)


Saving Throws Intelligence +0
Damage Resistances Bludgeoning from non-magical, non-adamantine attacks
Damage Immunities Poison; Piercing and Slashing from non-magical, non-adamantine attacks
Condition Immunities Poisoned, Exhausted, Frightened, Petrified
Senses Darkvision 120', Passive Perception 10
Languages Understands the languages of its creator, cannot speak
Challenge 11
Immutable Form
The Crystal Golem is immune to any spell or effect that would alter its form.

Magic Resistance
The Crystal Golem has advantage on saves against spells and other magical effects.

Magic Weapons
The Crystal Golem's attacks are treated as magical.

Psi-Battery
Whenever a Crystal Golem would take psychic damage, the damage is instead added to a pool separate from the Crystal Golem's HP. This pool can be used in various ways, as detailed below, and has a max equal to the Crystal Golem's normal max HP. Any damage in excess of the pool is suffered by the Crystal Golem twofold.

Actions
Slam Melee Weapon Attack:
+11to-hit, reach 10', one target. Hit: 21 (4d6+7) bludgeoning damage.

Extra Attack
The Crystal Golem makes two Slam attacks or other attack actions.

Psychic Screech
The Crystal Golem lets loose with its stored psychic energy. It drains any number of points from its Psi-Battery pool, and deals that much psychic damage to all creatures within 30' of it. A successful Intelligence save of DC 12 halves the damage taken.

Bonus Actions
Psychic Restoration
The Crystal Golem drains from its stored psychic energy to heal itself. It drains any number of points from its Psi-Battery pool, and heals one point of damage for every three points expended.
Crystal Golem Handler
Medium Humanoid, Lawful
Armor Class 17 (Studded Leather and Shield)
Hit Points 120 (16d8+48)
Speed 30'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


10 (0)
16 (+3)
16 (+3)
18 (+4)
14 (+2)
14 (+2)


Skills Arcana +7
Damage Resistances Psychic
Senses Darkvision 60', Passive Perception 12
Languages Common, Terran
Challenge 5
Trait

Actions
Crystal Dagger Melee Weapon or Ranged Weapon Attack:
+7 to-hit, reach 5' or range 20'/60', one target. Hit: 6 (1d4+4) piercing damage and 5 (2d4) psychic damage.

Psychic Bolt Ranged Spell Attack:
+7 to-hit, range 90', one target. Hit: 14 (3d6+4) psychic damage. Hit or Miss: All creatures within 5' of the target (except the original target) must make a DC 15 Intelligence save, taking 7 (2d6) psychic damage on a failed save.

Boltstorm (Recharge 4-6)
The Crystal Golem Handler makes up to three Psychic Bolt attacks.

Bonus Actions
Teleport
The Crystal Golem Handler teleports up to 10'.

sandmote
2021-12-20, 03:38 PM
I'm not sure how to weigh the golem's psionics, but assuming they bump it up a bit I agree with the listed CRs.

Golems are usually also immune to being Paralyzed and Charmed, in addition to the conditions you have listed.

Are you planning on having the Handler target the same creature with the entirety of their big attack? I realize the formatting doesn't matter much here, but it feels like a little too much burst damage if it can choose the same target with the primary damage all three times. Of course, if you're using the golem at the same time the PCs probably have enough HP to render my concern irrelevant.