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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Lotus Golem/

Lotus Golem

Lotus Golem

Large construct, unaligned
  • Armor Class 14 (undefined)
  • Hit Points 82 (11d10+22)
  • Speed 30 ft.
  • STR
    14 (+2)
  • DEX
    19 (+4)
  • CON
    14 (+2)
  • INT
    6 (-2)
  • WIS
    12 (+1)
  • CHA
    4 (-3)
  • Saving Throws Str +6, Dex +8
  • Skills Athletics +6, Perception +9
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Damage Immunities cold, fire, poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 19
  • Languages understands the languages of its creator but can't speak
  • Challenge 9 (5,000 XP)
  • Arcane Pool. The lotus golem absorbs energy from nearby spellcasting. Most lotus golems hold 1 charge point at any given time but can hold up to 4. As a bonus action while casting a spell within 5 feet of the lotus golem, the golem's controller can expend the golem's charge points to cast the spell without expending a spell slot. To do so, the controller must expend a number of charge points equal to the level of the spell.
  • 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.
  • Water Walker. The golem can move across the surface of water as if it were harmless, solid ground. This trait works like the water walk spell.

Actions

  • Multiattack. The lotus golem makes two arcane water attacks.
  • Arcane Water. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d12 + 2) bludgeoning damage plus 7 (2d6) force damage.

Reactions

  • Arcane Absorption. When a spell is cast within 30 feet of it, the golem absorbs some of the spell's potency. If it is a spell that forces a saving throw, the DC to succeed drops by 2. If it is a spell with an attack roll, the attack roll has disadvantage. The golem regains 20 hp and gains 1 charge point in its Arcane Pool.

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