Shaped from jagged, blood red crystal, this golem is created to combat psionic threats. It has a vaguely humanoid form with the bulk and stature of an ogre.
A crystal golem is constructed to overcome psionic-using foes, and psychic creatures feel a tug on their core as if the golem’s spirit is trying to draw it in. The golem is very direct, unsubtle, and takes commands quite literally, whether a quirk of creation or a disdain for its creator and function.
Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Large construct, unaligned
Armor Class 17 (natural armor)
Hit Points 157 (15d10 + 75)
Speed 30 ft.
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
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 12 (8,400 XP) Proficiency Bonus +4
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Psychic Immunity. The golem is immune to psionic powers, ki abilities, and other psychic effects.
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Static Burst (Recharge 5−6). The golem creates psychic noise in a 30-foot radius sphere centered on it. Psionic and ki effects are disrupted and end unless the manifester succeeds on a DC 17 Wisdom saving throw. A power disrupted this way can’t be restored through any means short of manifesting it again. Features without a duration or maintenance stop functioning for 1 minute on a failed save.