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Creatures

Quench Golem

A heavy forge construct with hot and flooded modes, full attacks, valve interactions, and maintenance shutdown procedures.

Creature profile

Type Large construct, unaligned
Armor Class 18
Hit Points 104 (11d10 + 44)
Speed 25 ft., swim 30 ft.
Ability Scores STR 19, DEX 8, CON 18, INT 7, WIS 12, CHA 5
Saves and Skills Strength +8, Constitution +8; Athletics +8
Senses darkvision 60 ft., passive Perception 11
Languages understands Common and Ignan
Challenge 7 (2,900 XP)

Traits

Two-State Chassis. In deep water the golem’s speed increases to 30 feet and its fists deal cold damage; in shallow or no water they deal fire damage. Maintenance Port. A creature adjacent to it may use an action and a DC 16 Arcana or smith’s tools check to remove its reactions.

Actions

Multiattack. Two Piston Fist attacks. Piston Fist. Melee Weapon Attack: +8 to hit, reach 10 ft.; 13 (2d8 + 4) bludgeoning plus 4 (1d8) fire or cold. Steam Vent (Recharge 5-6). Creatures in a 15-foot cone make a DC 15 Dexterity save or take 22 (5d8) fire damage, half on success.

Tactics and roleplaying

The golem blocks drain controls and changes mode when a valve turns. It shuts down after three successful maintenance commands, when the Regent issues a stop order, or when its assigned ring reaches a safe temperature.

Game Master guidance

This entry is complete for table use. Apply the listed defenses, actions, and encounter behavior directly. If the creature is used outside its original adventure, preserve its surrender trigger and primary motivation so a social solution remains as usable as combat.

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