Golems Species in Other Realms | World Anvil

Golems

Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands. To create a golem, one requires a manual of golems (see the Dungeon Master's Guide). The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type.   Elemental Spirit in Material Form The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work. After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator.   Ageless Guardians Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells. A golems can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master.   Blind Obedience When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them. A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words.   Constructed Nature A golem doesn't require air, food, drink, or sleep.  

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 Class14 (natural armor)
Hit Points 14d10+56
Speed20ft.
Strength20 (+5)
Dexterity9 (-1)
Constitution18 (+4)
Intelligence3 (-4)
Wisdom8 (-1)
Charisma1 (-5)
Damage ImmunitiesAcidPoisonPsychic
BludgeoningPiercingSlashing from nonmagical weapons that aren't adamantine
Condition ImmunitiesCharmedExhaustionFrightened
ParalyzedPetrifiedPoisoned
SensesDarkvision 60ft.Passive Perception 9
LanguagesUnderstands the languages of its creator but can't speak
Challenge9 (5,000 XP)
Special 1Acid AbsorptionWhenever 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 2BerserkWhenever the golem starts its turn with60 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 3Immutable FormThe golem is immune to any spellor effect that would alter its form
Special 4Magic ResistanceThe golem has an advantage on saving throwsagainst spells and other magical effects
Special 5Magic WeaponsThe golem's weapon attacks are magical
Action 1MultiattackThe golem makes two slam attacks
Action 2SlamMelee Weapon Attack d20+8 to hit
Reach 5 ft., one targetHit 2d10+5 bludgeoning damage.If the target is a creature,
it must succeed on a DC 15 Constitution saving throwor have its hit point maximum reduced byan amount equal to the damage taken.The target dies if this attack reduces its
hit point maximum to 0. The reduction lastsuntil removed by the greater restoration spellor other magic
Action 3Haste (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 Class9
Hit Points 11d8+44
Speed30ft.
Strength19 (+4)
Dexterity9 (-1)
Constitution18 (+4)
Intelligence6 (-2)
Wisdom10 (+0)
Charisma5 (-3)
Damage ImmunitiesLightningPoisonBludgeoning
PiercingSlashing from nonmagical weapons that aren't adamantine
Condition ImmunitiesCharmedExhaustionFrightened
ParalyzedPetrifiedPoisoned
SensesDarkvision 60ft.Passive Perception 10
Languagesunderstands the languages of its creator but can't speak
Challenge5 (1,800 XP)
Special 1BerserkWhenever the golem starts its turn with40 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 aDC 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 2Aversion of FireIf the golem takes fire damage,it has disadvantage on attack rolls
and ability checks until the end of its next turn
Special 3Immutable FormThe golem is immune to any spell or effect that would alter its form
Special 4Lightning AbsorptionWhenever 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 5Magic ResistanceThe golem has advantage on saving throws against spellsand other magical effects
Special 6Magic WeaponsThe golem's weapon attacks are magical
Action 1MultiattackThe golem makes two slam attacks
Action 2SlamMelee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 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 Class20 (natural armor)
Hit Points 20d10+100
Speed30 ft.
Strength24 (+7)
Dexterity9 (- 1)
Constitution20 (+5)
Intelligence3 (- 4)
Wisdom11 (+0)
Charisma1 (- 5)
Damage ImmunitiesFirePoisonPsychic
BludgeoningPiercingSlashing from nonmagical weapons that aren't adamantine
Condition ImmunitiesCharmedExhaustionFrightened
ParalyzedPetrifiedPoisoned
SensesDarkvision 120ft.Passive Perception 10
LanguagesUnderstands the languages of its creator but can't speak
Challenge16 (15,000 XP)
Special 1Fire AbsorptionWhenever 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 2Immutable FormThe golem is immune to any spell or effect that would alter its form
Special 3Magic ResistanceThe golem has advantage on saving throwsagainst spells and other magical effects
Special 4Magic WeaponsThe golem's weapon attacks are magical
Action 1MultiattackThe golem makes two melee attacks
Action 2SlamMelee Weapon Attack d20+13 to hit
Reach 5 ft., one targetHit 3d10+7 bludgeoning damage
Action 3SwordMelee Weapon Attack d20+13 to hit
Reach 10 ft., one targetHit 3d10+7 slashing damage
Action 4Poison 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 Class20 (natural armor)
Hit Points 20d10+100
Speed30ft.
Strength22 (+6)
Dexterity9 (-1)
Constitution20 (+5)
Intelligence3 (-4)
Wisdom11 (+0)
Charisma1 (- 5)
Damage ImmunitiesPoisonPsychicBludgeoning
PiercingSlashing from nonmagical weapons that aren't adamantine
Condition ImmunitiesCharmedExhaustionFrightened
ParalyzedPetrifiedPoisoned
SensesDarkvision 120ft.Passive Perception 10
LanguagesUnderstands the languages of its creator but can't speak
Challenge10 (5,900 XP)
Special 1Immutable FormThe golem is immune to any spell or effect that would alter its form
Special 2Magic ResistanceThe golem has an advantage on saving throwsagainst spells and other magical effects
Special 3Magic WeaponsThe golem's weapon attacks are magical
Action 1MultiattackThe golem makes two slam attacks
Action 2SlamMelee Weapon Attack d20+10 to hit
Reach 5 ft., one targetHit 3d8+6 bludgeoning damage
Action 3Slow (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 throwat the end of each of its turns,
ending the effect on itself on a success

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