View Full Version : Some homebrew constructs I made for a campaign. Thoughts/Criticisms?

2011-08-09, 08:41 PM
Unlike other golems, Clockwork Golems are not immune to critical hits.

NOTE: The Stasis ability is basically just for story purposes.

Small Clockwork Golem
Medium Construct
HD: 4d10 (22 HP)
Initiative: -1 (Dex)
Speed: 15 Feet (Can't run)
AC: 16 (-1 Dex, +7 Natural)
Attacks: Claw +3 Melee
Damage: Claw d6+3

Abilities: Magic immunity, Stasis, Wind-Up
Fort +1 Ref +3 Will +0

STR 16 DEX 9 WIS 10 CHA 1

Large Clockwork Golem
Large Construct
HD: 6d10 (33 HP)
Initiative: -2 (Dex)
Speed: 15 Feet (Can't run)
AC: 18 (-2 Dex, +10 Natural)
Attacks: Punch +5 Melee, Shot -2 Ranged (30 ft)
Damage: Punch d8+5, Shot d4

Abilities: Magic immunity, Stasis, Wind-Up, Artillery
Fort +3 Ref +0 Will +0

STR 20 DEX 7 WIS 10 CHA 1

Wind-Up: A clockwork golem can spend 1 turn winding its gears to give itself a +1 attack and damage bonus on the next turn. This does not provoke attacks of opportunity.

Stasis: When a clockwork golem reaches between 0 and 3 HP, it shuts down and returns to its post to avoid from being completely destroyed.

Artillery: Large clockwork golems can spend two turns activating Artillery mode. This disables their movement as well as their punch attack, but makes their Shot attack +2/2d4+2/60ft.

Kuma Kode
2011-08-09, 11:49 PM
Your format is non-standard for these boards, which makes it a bit unusual and off-putting.

Most golems have some kind of special interaction with a particular kind of magic that comes as part of their immunity, such as getting slowed or healed.

These are extremely weak overall for their hit die.

They lack the static boost to hit points normally afforded to constructs.

You also appear to have forgotten their base attack bonus.