Clockwork Golem

Medium construct, lawful neutral
Clockwork Golem
Armor Class 13 (natural armour)
Hit Points 142 (15d8 + 75)
Speed 20 ft.

STR DEX CON INT WIS CHA
17 (+3) 9 (-1) 20 (+5) 3 (-4) 12 (+1) 1 (-5)


Damage Vulnerabilities acid
Damage Resistances cold, fire
Damage Immunities lightning, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands the languages of its creator and Modron but can’t speak, telepathy 120 ft.
Challenge 9 (5,000 XP)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage taken. The golem’s speed also increases by 10 feet until the end of its next turn.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem’s weapon attacks are magical.

Over-energise. Whenever the golem is subjected to over 30 lightning damage at one time, it must succeed on a DC 15 Constitution saving throw or explode. If the golem explodes, it is destroyed and each creature within 30 feet of it must make a DC 20 Dexterity saving throw or take 35 (10d6) fire damage on a failed saving throw, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried.

Specific Telepathy The golem can only use its telepathy to communicate with its creations.

Whirring. While moving, the golem has disadvantage on Dexterity (Stealth) checks.

ACTIONS
Multiattack. The golem makes two melee attacks.

Blades. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Frenzy (Recharge 6). The golem makes four blade attacks and one slam attack against the same target and can take the Dash action as a bonus action.

Create Construct (1/Day). The golem magically summons one fob-watch flyer or one clock sentinel, appearing within 5 feet of the golem. This creation lasts until destroyed and obeys every command given to it by the golem.

The clockwork golem’s origins date to the early yuan-ti empires but have since spread far across the world. They are typically now found in the service of inventors as they blend it perfectly to their work.

Wise Guardian. The golem creates its minions as support. It uses the clock sentinels to warn it of intruders whilst using the fob-watch flyers as the first line of defence. It is unrelenting in its attack, and if seriously wounded will seek to destroy the intruders by choosing to fail saving throws so as to explode.

Handless. The golem is severely impeded by its lack of hands. This means its abodes without fail have had their doors removed to allow the golem to move through. By way of compensation, clockwork golems have spinning blades attached on their hands which they use to great effect to attempt to kill intruders.

Preference for Guarding Locations. This golem is bound to its master until death and upon this event it passes its control to an appointed successor or (if the master has not appointed one) the next humanoid it comes across. However, if the golem has been charged with guarding a location, its ownership will not move open its master’s death and will instead continue to guard this location for as long as it survives.

Constructed Nature. A clockwork golem doesn’t require air, food, drink, or sleep.