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Adamantine Golem ~ CR 19

This huge construct of black metal is all spikes and armor, save for several forge-like stacks that burn atop its crown and back.

Environment: Any

Organization: 1-4


Proficiency Score: +20

Huge; Neutral/Neutral; Construct


Armor Class: 42 (-1 Dex, +15 Natural Armor, -2 Size, +20 Proficiency Score)

Hit Points: 300 (30d10)

Speed: 30 feet

Initiative: -1


STRDEXCONINTWISCHA
26 (+8)9 (–1)11 (+0)1 (–5)

Saves: 

  • Fortitude +0, see Immunities
  • Reflex +19
  • Will +20

Skills: [none]

Immunities:

  • Effects with the death, magical, mental, or necromancy tags
  • Ability damage, disease, nonlethal damage, poison, and sleep
  • Enervated, Fatigued, Paralysis, and Stunned conditions
  • Any effects that require a Fortitude save (unless it is applicable to objects)
  • Instant Death

Resistances:

  • 15 against all damage

Senses: Passive Perception 30, dark vision 60 feet

Languages: Cannot speak, can understand commands in a single language


Fast Healing (10). An Adamantine Golem gains 10 hit points at the beginning of its turns unless brought to 0 hit points, see Rejuvenation.

Legendary Actions (2). An Adamantine Golem can use two extra actions per round. This action can be spent at any point in the round directly after a creature’s turn ends and before another begins.

Rejuvenation. An Adamantine Golem continues to regain hit points even when dropped to 0. If an Adamantine Golem has 0 hit points, it regains 10 hit points within 1d6 rounds from Fast Healing. The only ways to permanently destroy an Adamantine Golem are decapitating it with a weapon made with adamantine with a Vorpal Rune or using destructive magic, such as Disintegrate, or a mage with great power, such as Alter Reality, Miracle, Primal Phenomenon, or Wish. Destructive or powerful magic can only effect, and therefore destroy, an Adamantine Golem when it is at 0 hit points.

Actions

Slam. Melee Strike +28/+23/+18 (reach 15 feet, unarmed) with 7d10+8 bludgeoning damage. When an Adamantine Golem deals a critical hit, it automatically deals 7d10+8 damage to the target’s armor or shield in addition to the critical damage to the target.