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.