Golem, Magebane

Magebane Golem CR 21

This iron mechanical man is difficult to see—surrounded as it is by a hemispheric aura of flashing, prismatic colors—but is clearly covered in gold and silver runes and carrying a spear, with a crossbow mounted on each shoulder.

XP 409,600
N Large construct
Init +4; Senses see invisibility, see in darkness, extraplanar existence; Perception +0


AC 39, touch 13, flat-footed 35 (+4 Dex, +26 natural, –1 size)
hp 195 (30d10+30); fast healing 5
Fort +10, Ref +14, Will +10; DR 10/adamantine and magic; Immune construct traits, critical hits, magic, precision-based damage


Speed 40 ft., fly 60 ft. (perfect)
Melee +1 keen spear +43 (2d10+20 plus disjunction, Crit 19–20/x3) and four +1 crossbow bolts +34 (3d10 plus anchoring bolt, Crit 19-20/x2, Range 120 ft.)
Space 10 ft.; Reach 10 ft. (spear 20 ft.)
Special Attacks anchoring bolts, suppressing fire
Spell-Like Abilities (CL 30th)

Constantantimagic field, prismatic sphere (centered on self)


Str 37, Dex 18, Con —, Int —, Wis 11, Cha 1
Base Atk +30; CMB +44 (+48 sunder); CMD 58 (62 vs. sunder)
Feats Greater SunderB, Improved SunderB, Sundering Strike B


Anchoring Bolts (Sp)

Each time a creature is hit by the magebane golem’s shoulder crossbows, it is also automatically hit by a dimensional anchor spell (even if the attack deals no damage; CL 30th), forcing the target to make a DC 25 Reflex save or be stapled to the ground or an adjacent upright object (if any). The creature cannot move from that location until the bolt is destroyed (hardness 15, 50 hp) or is freed with a DC 25 Strength check.

Antimagic Field (Sp)

The magebane golem has a mobile antimagic field centered on it at all times. This field moves with the magebane golem, but it (and its prismatic sphere) are immune to the antimagic field’s effects. If the magebane golem’s antimagic field is dispelled or neutralized (through some effect able to bypass the protection of the prismatic field), it remains inactive for 1 hour before restoring itself naturally. Attempts to use the traditional suite of spells to neutralize the golem’s prismatic sphere must somehow bypass the protection of this antimagic field.

Disjunction (Su)

When the magebane golem hits a target with its spear, that target is affected as if it had entered the area of a mage’s disjunction (CL 30th). If the magebane golem strikes a new foe with its spear the duration of any earlier disjunction ends (spells dispelled by this disjunction remain dispelled).

Extraplanar Existence (Su)

The magebane golem can see into any transient plane that overlaps the plane it is on (if on the Material plane, it can see into the Astral, Ethereal, and Shadow planes). It can also attack into these planes with its crossbow and spear attacks.

If a creature uses any form of dimensional travel in the presence of the magebane golem (including teleportation and plane shift), the golem automatically knows where the target traveled to and, if that location can be reached by plane shift or teleportation, can follow them there as an immediate action. The magebane golem’s antimagic field and prismatic sphere do not function until the beginning of its next turn when it uses this ability.

Additionally using any form of dimensional travel within reach of the magebane golem provokes an attack of opportunity (even if the method used does not normally provoke); treat the magebane golem as having Combat Reflexes for these attacks of opportunity.

Immunity to Magic (Ex)

A magebane golem is immune to spells or spell-like abilities that allow spell resistance.

Certain spells and effects function differently against it, as noted below, though even these must penetrate the golem’s prismatic sphere to have any effect.

A dispel magic or mage’s disjunction slows a magebane golem (as the slow spell) for 3 rounds (no save).

A prismatic spell (any spell that deals damage as prismatic wall, including prismatic spray and other creature’s prismatic walls) breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the magebane golem to exceed its full normal hit points, it gains any excess as temporary hit points.

A magebane golem is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell (assuming they can penetrate its antimagic field and prismatic sphere).

Prismatic Sphere (Sp)

The magebane golem has a prismatic sphere centered on it at all times. This sphere moves with the magebane golem and it can force other creatures to pass through the sphere’s layers by moving itself so the sphere overlaps a creature’s square. No creature can be affected by each layer more than once per round in this way; if the magebane golem moves back and forth so a creature is in and out of the prismatic sphere multiple times in a round, each layer still only affects the creature once. However, a creature moved through the prismatic sphere multiple times through activities other than the golem’s movement is affected by each layer every time it passes through the prismatic sphere.

If a layer of the magebane golem’s prismatic sphere is neutralized (through the normal means), it remains inactive for 24 hours before restoring itself naturally.

A magebane golem is immune to all effects of its own prismatic sphere.

Suppressing Fire (Ex)

A magebane golem’s shoulder-mounted crossbows can locate targets and make ranged attacks without any effort on the part of the golem itself. Once per round as a free action, the magebane golem can make four ranged attacks, all at the crossbow’s full attack bonus.

Making these ranged attack does not provoke attacks of opportunity. A magebane’s crossbows automatically reload with +1 crossbow bolts but are otherwise unremarkable.

Each crossbow can be disabled with a successful DC 50 Disable Device check. Disable Device checks that cannot be made at range can only be attempted by adjacent characters if the magebane golem is entangled, grappled, or otherwise held immobile. Any creature attempting such a check (adjacent or at range) immediately becomes the primary target for crossbow attacks until it is pinned by anchoring bolts.


Environment any
Organization solitary
Treasure none

Legends claim the magebane golem was the prototype for inevitables, a creature of total order entrusted with ensuring spellcasters did not tear asunder the fabric of the multiverse.

Many myths disagree on why the godlike powers that created the original magebane golems stopped producing the constructs, but the most common versions claim they turned on their creators, destroying them as dangerously untrustworthy spellcasters.

Most magebane golems now guard places of vast eldritch power, preventing any creature from accessing the magic common to such locations, but a few simply wander the planes, killing any creature they witness using a spell of 5th-level or higher.


A magebane golem’s body is sculpted from 5,000 pounds of iron smelted with rare tinctures costing at least 50,000 gp, and covered in runes made from 500,000 gp worth of gold, silver, and powered diamonds.

CL 21st; Price 750,000 gp; Feats Craft Construct, Disruptive, Spellbreaker, antimagic field, mage’s disjunction, prismatic sphere, wish; Special creator must be caster level 21st; Skill Check(s) Craft (armor) or Craft (weapons) DC 40; Cost 375,000 gp

Section 15: Copyright Notice

Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson

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