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Monster
Comments from the Finger: The terrible lich Valda takes great pride in how many adventurers he has slain, so much so that he has constructed an assistant made entirely out of magic items. If you like what you see, go support Valda’s Spire of Secrets on Kickstarter today!
 
Also, I’m experimenting with a new square format of PDFs. Let me know what you think!
 

Hoard Golem

 
Sequestered in his Spire of Secrets, the mad lich Valda has devised the ultimate minion: the Hoard Golem, made entirely from discarded magic items. Nothing is more singularly valuable or deadly to adventures.
     Magical Blades and Baubles. Seasoned adventuring companies have sought out the Spire of Secrets for centuries, which is rumored to be a stockpile of priceless treasures. Unbeknownst to most of them, the tower is a sinister death trap constructed by the lich Valda from which no one ever returns. Those who would perish inside the tower’s walls are even petrified in solid marble, so that its victims can’t be resurrected. Valda is perhaps single-handedly responsible for more slain adventurers than any other individual, a fact which delights him greatly.
     However, as marble adventurers began to crowd the Spire’s multi-planar floors, the lich realized that the heroes brought more magic items than they could even carry. Their bags of holding, dancing swords, and spare suits of magical armor just piled up near the entrance. That wouldn’t do! Ever resourceful, the lich realized that he could thwart intruding heroes and clean up their mess in one fell swoop. Thus, the first ever Hoard Golem, which Valda dubbed “Dross,” was constructed.
     Necromantic Construction. Even beyond its exotic and magical materials, the design of Dross is unique among golems. The hulking mountain of magic items is as much an enormous phylactery as it is a mechanical magical servant. As such, it can absorb spells wholesale, store them like a battery, and unleash them back at unwary spellcasters. 
 
 

Hoard Golem
Medium construct, neutral
 
Armor Class 22 (natural armor)
Hit Points 225 (18d10 + 108)
Speed 30 ft.
 
STR 26 (+8) DEX 7 (–2) CON 24 (+6)
INT 4 (–3) WIS 13 (+1) CHA 1 (–5)
 
Saving Throws Str +14, Dex +4, Con +12, Int +3, Wis +7, Cha +1 
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 20 (25,000 XP)
 
Legendary Resistance (3/Day). If the golem fails a saving throw, it can choose to succeed instead.
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.
Spell Storing. Whenever the golem succeeds on saving throw against a spell, it can use its reaction to completely absorb the spell, ending the spell immediately. This spell is then stored and can be cast by the golem using its Stored Spell legendary action. The golem can store up to three spells at one time and has usually already absorbed a finger of death spell.
 
Actions
Multiattack. The golem makes two melee attacks. 
+3 Slam. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (2d10 + 11) bludgeoning damage.
Wand Barrage. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 22 (4d10) damage. Roll a d4 to determine the damage type: 1. acid, 2. cold, 3. fire, 4. lightning.
Attract Magic Items (Recharge 5-6). The golem magically attracts each magic item within 120 feet of it. Each creature carrying magic items must make a DC 22 Strength saving throw or lose one magic item they are carrying, chosen by the GM. Magic items which aren’t being worn or carried are pulled to the golem immediately. For 1 hour, the golem gains a +1 bonus to its armor class, attack rolls, and damage rolls for each magic item it attracts using this ability.
 
Legendary Actions
The golem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The golem regains spent legendary actions at the start of its turn.
Annihilation Breath (Costs 3 Actions). The golem exhales spheres of annihilation from its gullet in a 30-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one. Nonmagical items that aren’t being worn or carried in the area are disintegrated. 
Stored Spell. The golem casts one spell it has absorbed (spell save DC 22, +14 to hit with spell attacks.) It counts as a 20th level spellcaster.
Slam (Costs 2 Actions). The golem makes a +3 slam attack.
 
 

 

 

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