Spellbook Golem

Large Construct, neutral

Armor Class 17

17 Hit Points Special, see Shells

Special, see Shells Speed 30 ft levitate

STR DEX CON INT WIS CHA 6 (-2) 20 (+5) 10 (0) 20 (+5) 1 (-5) 1 (-5)

Condition Immunities Blind, charm, deaf, frightened, grappled, poisoned, prone, stunned

Blind, charm, deaf, frightened, grappled, poisoned, prone, stunned Saves Dex +9, Int +9

Dex +9, Int +9 Damage Vulnerabilities Fire

Fire Damage Resistances bludgeoning, piercing, slashing

bludgeoning, piercing, slashing Senses blindsight 60

blindsight 60 Languages None

None Challenge 15ish

Shells. The Spellbook Golem is made of 8 shells. Each has its own initiative, action, bonus action, and reaction, but all move together on the initiative of the 4th shell in initiative order. Each has 30 HP. Damage done to one does not carry over to another shell. Area of effect spells only affect one shell. When damage is done, roll a 1d8 to determine which shell is damaged. A creature can take disadvantage on an attack roll to target a certain shell.

Flaming Shell Explosion. When a shell is reduced to 0 HP by fire damage, it explodes outwards. All w/in 15 feet of the Spellbook Golem make a Dex save (DC 17) and take 4d6 fire damage on a fail, or half on a success.

Counterspell. Each shell, other than the Abjuration Shell, has an additional once per day reaction to cast Counterspell. Only two shells may use this ability per round, including the Abjuration Shell's natural spellcasting.