Lotus Golem

Creature Codex (3pp)

Size
Large
Type
construct (golem)
Alignment
unaligned
AC
14
Hit Points
82 (11d10+22)
Speed
walk 30 ft.
Saving Throws
Str +6, Dex +8
Skills
Athletics +6, Perception +9
Resistances
bludgeoning, piercing; slashing from nonmagical weapons that aren't adamantine.
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
STR
14
+2
DEX
19
+4
CON
14
+2
INT
6
−2
WIS
12
+1
CHA
4
−3

Traits

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.

Other data

description