Golems
Clay Golem
Sculpted from clay, this bulky golem stands head and shoulders taller than most human-sized creatures. It is human shaped, but its proportions are off. Clay golems are often divinely endowed with purpose by priests of great faith. However, clay is a weak vessel for life force. If the golem is damaged, the elemental spirit bound into it can break free. Such a golem runs. amok, smashing everything around it until it is destroyed or completely repaired.
Armor Class | 14 (natural armor) | ||
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Hit Points | 14d10+56 | ||
Speed | 20ft. | ||
Strength | 20 (+5) | ||
Dexterity | 9 (-1) | ||
Constitution | 18 (+4) | ||
Intelligence | 3 (-4) | ||
Wisdom | 8 (-1) | ||
Charisma | 1 (-5) | ||
Damage Immunities | Acid | Poison | Psychic |
Bludgeoning | Piercing | Slashing from nonmagical weapons that aren't adamantine | |
Condition Immunities | Charmed | Exhaustion | Frightened |
Paralyzed | Petrified | Poisoned | |
Senses | Darkvision 60ft. | Passive Perception 9 | |
Languages | Understands the languages of its creator but can't speak | ||
Challenge | 9 (5,000 XP) | ||
Special 1 | Acid Absorption | Whenever the golem is subjected to acid damage, | it takes no damage and instead regains |
a number of hit points equal to the acid damage dealt | |||
Special 2 | Berserk | Whenever the golem starts its turn with | 60 hit points or fewer, roll a d6 . |
On a 6, the golem goes berserk. | On each of its turns while berserk, | the golem attacks the nearest creature it can see. | If no creature is near enough to move to and attack, |
the golem attacks an object, | with a preference for an object smaller than itself. | Once the golem goes berserk, | it continues to do so until |
it is destroyed or regains all its hit points | |||
Special 3 | Immutable Form | The golem is immune to any spell | or effect that would alter its form |
Special 4 | Magic Resistance | The golem has an advantage on saving throws | against spells and other magical effects |
Special 5 | Magic Weapons | The golem's weapon attacks are magical | |
Action 1 | Multiattack | The golem makes two slam attacks | |
Action 2 | Slam | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one target | Hit 2d10+5 bludgeoning damage. | If the target is a creature, | |
it must succeed on a DC 15 Constitution saving throw | or have its hit point maximum reduced by | an amount equal to the damage taken. | The target dies if this attack reduces its |
hit point maximum to 0. The reduction lasts | until removed by the greater restoration spell | or other magic | |
Action 3 | Haste (Recharge 5-6) | Until the end of its next turn, | the golem magically gains a +2 bonus to its AC, |
has an advantage on Dexterity saving throws, | and can use its slam attack as a bonus action |
Flesh Golem
A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Its brain is capable of simple reason, though its thoughts are no more sophisticated than those of a young child. The golem's muscle tissue responds to the power of lightning, invigorating the creature with vitality and strength. Powerful enchantments protect the golem's skin, deflecting spells and all but the most potent weapons. A flesh golem lurches with a stiff-jointed gait, as if not in complete control of its body. Its dead flesh isn't an ideal container for an elemental spirit, which sometimes howls incoherently to vent its outrage. If the spirit breaks free of its creator's will, the golem goes berserk until calmed, or until its shell of flesh is destroyed or completely healed.
Armor Class | 9 | ||
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Hit Points | 11d8+44 | ||
Speed | 30ft. | ||
Strength | 19 (+4) | ||
Dexterity | 9 (-1) | ||
Constitution | 18 (+4) | ||
Intelligence | 6 (-2) | ||
Wisdom | 10 (+0) | ||
Charisma | 5 (-3) | ||
Damage Immunities | Lightning | Poison | Bludgeoning |
Piercing | Slashing from nonmagical weapons that aren't adamantine | ||
Condition Immunities | Charmed | Exhaustion | Frightened |
Paralyzed | Petrified | Poisoned | |
Senses | Darkvision 60ft. | Passive Perception 10 | |
Languages | understands the languages of its creator but can't speak | ||
Challenge | 5 (1,800 XP) | ||
Special 1 | Berserk | Whenever the golem starts its turn with | 40 hit points or fewer, roll a d6 . |
On a 6, the golem goes berserk. | On each of its turns while berserk, | the golem attacks the nearest creature it can see. | If no creature is near enough to move to and attack, |
the golem attacks an object, | with a preference for an object smaller than itself. | Once the golem goes berserk, | it continues to do so until |
it is destroyed or regains all its hit points. | The golem's creator, | if within 60 feet of the berserk golem, | can try to calm it by speaking firmly and persuasively. |
The golem must be able to hear its creator, | who must take an action to make a | DC 15 Charisma (Persuasion) check. | If the check succeeds, |
the golem ceases being berserk. | If it takes damage while still at 40 hit points or fewer, | the golem might berserk again | |
Special 2 | Aversion of Fire | If the golem takes fire damage, | it has disadvantage on attack rolls |
and ability checks until the end of its next turn | |||
Special 3 | Immutable Form | The golem is immune to any spell or effect that would alter its form | |
Special 4 | Lightning Absorption | Whenever the golem is subjected to lightning damage, | it takes no damage and instead regains a number of hit points |
equal to the lightning damage dealt | |||
Special 5 | Magic Resistance | The golem has advantage on saving throws against spells | and other magical effects |
Special 6 | Magic Weapons | The golem's weapon attacks are magical | |
Action 1 | Multiattack | The golem makes two slam attacks | |
Action 2 | Slam | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 2d8+4 bludgeoning damage |
Iron Golem
The mightiest of the golems, the iron golem is a massive, towering giant wrought of heavy metal. An iron golem's shape can be worked into any form, though most are fashioned to look like giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth beneath its feet. Iron golems wield enormous blades to extend their reach, and all can belch clouds of deadly poison. An iron golem's body is smelted with rare tinctures and admixtures. Though other golems bear weaknesses inherent in their materials or the power of the elemental spirit bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits that drive them, and are susceptible only to weapons imbued with magic or the strength of adamantine.
Armor Class | 20 (natural armor) | ||
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Hit Points | 20d10+100 | ||
Speed | 30 ft. | ||
Strength | 24 (+7) | ||
Dexterity | 9 (- 1) | ||
Constitution | 20 (+5) | ||
Intelligence | 3 (- 4) | ||
Wisdom | 11 (+0) | ||
Charisma | 1 (- 5) | ||
Damage Immunities | Fire | Poison | Psychic |
Bludgeoning | Piercing | Slashing from nonmagical weapons that aren't adamantine | |
Condition Immunities | Charmed | Exhaustion | Frightened |
Paralyzed | Petrified | Poisoned | |
Senses | Darkvision 120ft. | Passive Perception 10 | |
Languages | Understands the languages of its creator but can't speak | ||
Challenge | 16 (15,000 XP) | ||
Special 1 | Fire Absorption | Whenever the golem is subjected to fire damage, | it takes no damage and instead regains |
a number of hit points equal to the fire damage dealt | |||
Special 2 | Immutable Form | The golem is immune to any spell or effect that would alter its form | |
Special 3 | Magic Resistance | The golem has advantage on saving throws | against spells and other magical effects |
Special 4 | Magic Weapons | The golem's weapon attacks are magical | |
Action 1 | Multiattack | The golem makes two melee attacks | |
Action 2 | Slam | Melee Weapon Attack | d20+13 to hit |
Reach 5 ft., one target | Hit 3d10+7 bludgeoning damage | ||
Action 3 | Sword | Melee Weapon Attack | d20+13 to hit |
Reach 10 ft., one target | Hit 3d10+7 slashing damage | ||
Action 4 | Poison Breath (Recharge 6) | The golem exhales poisonous gas in a 15-foot cone. | Each creature in that area must make |
a DC 19 Constitution saving throw, | taking 10d8 poison damage on a failed save, | or half as much damage on a successful one |
Stone Golem
Stone golems display great variety in shape and form, cut and chiseled from stone to appear as tall, impressive statues. Though most bear humanoid features, stone golems can be carved in any form the sculptor can imagine. Ancient stone golems found in sealed tombs or flanking the gates of lost cities sometimes take the forms of giant beasts. Like other golems, stone golems are nearly impervious to spells and ordinary weapons. Creatures that fight a stone golem can feel the ebb and flow of time slow down around them, almost as though they were made of stone themselves.
Armor Class | 20 (natural armor) | ||
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Hit Points | 20d10+100 | ||
Speed | 30ft. | ||
Strength | 22 (+6) | ||
Dexterity | 9 (-1) | ||
Constitution | 20 (+5) | ||
Intelligence | 3 (-4) | ||
Wisdom | 11 (+0) | ||
Charisma | 1 (- 5) | ||
Damage Immunities | Poison | Psychic | Bludgeoning |
Piercing | Slashing from nonmagical weapons that aren't adamantine | ||
Condition Immunities | Charmed | Exhaustion | Frightened |
Paralyzed | Petrified | Poisoned | |
Senses | Darkvision 120ft. | Passive Perception 10 | |
Languages | Understands the languages of its creator but can't speak | ||
Challenge | 10 (5,900 XP) | ||
Special 1 | Immutable Form | The golem is immune to any spell or effect that would alter its form | |
Special 2 | Magic Resistance | The golem has an advantage on saving throws | against spells and other magical effects |
Special 3 | Magic Weapons | The golem's weapon attacks are magical | |
Action 1 | Multiattack | The golem makes two slam attacks | |
Action 2 | Slam | Melee Weapon Attack | d20+10 to hit |
Reach 5 ft., one target | Hit 3d8+6 bludgeoning damage | ||
Action 3 | Slow (Recharge 5-6) | The golem targets one or more creatures it can see within 10 feet of it. | Each target must make |
a DC 17 Wisdom saving throw against this magic. | On a failed save, a target can't use reactions, | its speed is halved, and it can't make more than one attack on its turn. | In addition, the target can take either an action or |
a bonus action on its turn, not both. | These effects last for 1 minute. | A target can repeat the saving throw | at the end of each of its turns, |
ending the effect on itself on a success |
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