Golem, Quicksilver (5e Creature)

Quicksilver Golem

Large construct, unaligned


Armor Class 17 (natural armour)
Hit Points 180 (19d10 + 76)
Speed 70 ft.


STR DEX CON INT WIS CHA
20 (+6) 22 (+5) 18 (+5) 3 (-4) 11 (+0) 1 (-5)

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 19 (22,000 XP)


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.

Quickness. The golem has advantage on Dexterity saving throws.

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

Regeneration. The golem regains 10 hit points at the start of its turn. If the golem takes acid damage, this trait doesn't function at the start of the golem's next turn.

Liquid Metal. The golem can move through a space as narrow as 1 inch wide without squeezing. If the golem takes cold or fire damage, its speed is halved on its following turn.

ACTIONS

Multiattack. The golem makes three mercury slice attacks.

Mercury Slice. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage. This attack ignores resistance (but not immunity) to slashing damage. The target must make a DC 21 Constitution saving throw or become poisoned for 1 hour.
If the attack roll is a 20, the slice severs a limb unless the target is immune to slashing damage. Roll 1d6.

1-2. Severed arm. The target can no longer hold anything in two hands, and can only hold a single object at a time.
3-4. Severed leg. The target's speed is halved and must use a crutch to move; they falls prone after using the Dash action, and has disadvantage on Dexterity checks made to balance.
5-6. Severed head. The target is killed.

This roll assumes a humanoid physiology. A severed arm or leg can be restored with a regenerate spell or similar magic.


Quicksilver golems are crafted from liquid metal and can be found in the service of powerful alchemists. It has a featureless, mirror-like surface that occasionally ripples.
In combat, a quicksilver golem forms multiple atom-sharp blades that slash with lightning speed and leaves liquid metal in the bloodstream of its foes. It reforms very rapidly from any kind of damage, and cannot be killed. Even if it rendered unconscious with acid damage, it will reform. The most thorough way of dealing with a quicksilver golem is to completely immerse it in acid, which will indefinitely incapacitate it.

Constructed Nature. A quicksilver golem doesn't require air, food, drink, or sleep.

Creating a Quicksilver Golem

Time Cost Manual Rarity
X0 daysX0,000 gpVery rare

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gollark: Being vaguely aware of that sort of thing, and also that I live in a relatively comfortable position in what is among the richest societies ever, I feel bad about *not* doing more things, which would cause me to be more evil than someone who just ignores this issue forever, which is not, according to arbitrary moral intuitions I have™, something which an evilness measuring thing should say.
gollark: With any actual planning you can just give away as much as reasonably possible. It's just an issue of good management of stuff.
gollark: There are *not* that many people who actually go to the logical conclusion of that line of thinking and go "guess I'll donate all my excess income to charities".
gollark: It would be bad for you and you could argue that not doing so maximizes long-run donation, but you aren't actually maximizing that either.
gollark: You *can* give that money away, though.
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