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sandmote
2019-07-30, 12:02 AM
This page on the Hombrewery. (https://homebrewery.naturalcrit.com/share/r1QjvoBTzr)

The following is a set of additional golems, expanding what they can be built from.

Construction requirements:


Type
Time
Cost


Coral
60 days
70,000 gp


Dragonscale
120 days
120,000 gp & remains of adult/ancient dragon


Figurehead
30 days
35,000 gp


Mud
10 days
10,000 go


Salt
90 days
90,000 gp



Large construct, unaligned

Armor Class 15 (Natural Armor)
Hit Points 53 (7d10+14)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 7 (-2) 14 (+2) 1 (-5) 8 (-1) 1 (-5)

Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., passive Perception 9
Languages Understands the languages of its creator but can't speak
Challenge 4 (1,100 XP)

Berserk. Whenever the golem starts its turn with 24 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 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.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Actions
Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Large construct, unaligned

Armor Class 15 (Natural Armor)
Hit Points 94 (11d10+33)
Speed 30 ft., 30 ft swim.

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 17 (+3) 2 (-4) 11 (+0) 4 (-3)

Damage Immunities Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Resistances Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed
Senses Darkvision 60 ft., passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 7 (2,900 XP)

Aversion of Acid. If the golem takes acid damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Polyp Surface. If the golem spends more than 1 hour out of water or becomes petrified, the coral in its body dies and it becomes a bleached coral golem. This reduces the golem's max hitpoints accordingly, and removes the petrified condition.

Radiant Absorption. Whenever the golem is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt.

Actions
Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Return Light (Recharges after a Short or Long Rest). The golem unleashes stored light in a 30 foot cone. Any creature caught in the blast must make a DC 14 Constitution save. On a failed save the creature takes 26 (4d12) radiant damage and is blinded for 1 round. on a succesful save the creature takes half as much damage and isn't blinded. Note: I am aware players can really only use one part of Polyp Surface to weaken the golem.

Medium construct, unaligned

Armor Class 14 (Natural Armor)
Hit Points 55 (10d8+10)
Speed 5 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 5 (-3) 11 (+0) 11 (+0)

Damage Resistances Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 3 (700 XP)

Immutable Form. The figurehead is immune to any spell or effect that would alter its form.

Magic Resistance. The figurehead has advantage on saving throws against spells and other magical effects.

Magic Weapons. The figurehead's weapon attacks are magical.

Figurehead Type. The figurehead has one of the folloiwng types:

Type 1: Armed maiden
Type 2: Dragon's head

Actions for Type 1
Multiattack. The figurehead makes two sword or crossbow attacks.

Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Actions for Type 2
Multiattack. The figurehead makes two bite or sea fire attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Sea Fire. The figurehead spits flame as a target within 60 feet. That target must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Large construct, unaligned

Armor Class 20 (Natural Armor)
Hit Points 189 (18d10+90)
Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 20 (+5) 1 (-5) 11 (+0) 5 (-3)

Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 12 (8,400 XP)

Poison Absorption. Whenever the golem is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison damage dealt.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Actions
Multiattack. The figurehead makes two claw attacks.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage.

Poison Breath (Recharge 5–6). The golem exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 54 (12d8) poison damage on a failed save, or half as much damage on a successful one.

This page shows a dragonscale golem crafted from the remains of a green dragon. Other types of Dragonscale golems exist, as detailed here. They lose immunity to poison, the poison absorption trait, and their breath weapon is of a different type, although the damage stays the same.


Golems Crafted from Black and Copper dragons have immunity to acid, acid absorption, and a breath weapon that deals acid damage in a 90-foot, 5 foot wide line.
Golems Crafted from Blue and Bronze dragons have immunity to lightning, lightning absorption, and a breath weapon that deals lightning damage in a 90-foot, 5 foot wide line.
Golems Crafted from Brass, Gold, and Red dragons have immunity to fire, fire absorption, and a breath weapon that deals fire damage in a 60-foot cone.
Golem Crafted from Silver and White dragons have immunity to cold, cold absorption, and a breath weapon that deals cold damage in a 60-foot cone.


Small construct, unaligned

Armor Class 10 (natural armor)
Hit Points 41 (9d6+9)
Speed 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 6 (-2) 13 (+1) 1 (-5) 7 (-2) 1 (-5)

Damage Immunities Poison, Psychic
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone
Senses Darkvision 60 ft., passive Perception 8
Languages Understands the languages of its creator but can't speak
Challenge 1 (200 XP)

Berserk. Whenever the golem starts its turn with 24 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 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.

False Appearance. While the golem remains motionless, it is indistinguishable from a pile of mud.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Partially Amorphous. The golem can choose to count as one one size smaller for the purpose of squeezing through small spaces.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.

Large construct, unaligned

Armor Class 15 (Natural Armor)
Hit Points 94 (11d10+33)
Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 19 (+4) 1 (-5) 12 (+1) 1 (-5)

Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., passive Perception 11
Languages Understands the languages of its creator but can't speak
Challenge 11 (7,200 XP)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

Necrotic Absorption. Whenever the golem is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.

Actions
Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Absorb (Recharge 6). The golem draws in water in a 30 foot cone. Any creature caught in the blast must make a DC 14 Constitution save. On a failed save the creature takes 26 (4d12) necrotic damage and is poisoned for 1 round. On a successful save the creature takes half as much damage and isn't poisoned.

Breccia
2019-07-30, 01:47 PM
Depending on what kind of campaign you run, you could add more damage type resistances and vulnerabilities. For example, "salt" sodium chloride melts at 800C, well after most metals, glass, and even many rocks, making it basically fireproof. Acids, however, tend to dissolve salts made of different ions. This is table salt and sulfuric acid (https://www.youtube.com/watch?v=g0qqW9oeQbw), for example.

You could even play around with it even more, if you wanted. The main villain has a salt golem? Maybe the PCs could research acid arrow but it's really bleach. Or, maybe a little simpler, while the Absorb power is on recharge and the salt golem is wet, lightning tears it apart.

If you think your PCs would get enjoyment out of exploiting material-specific vulnerabilities, go for it. It awards smart gameplay and can be a plot hook and/or nerd-based humor("But where will we find someone who knows the acid arrow but it's bleach spell?" "In their base." "Grr." "Also, he's a doctor, but not great with acids. He has a pH D." "I hate you." "I'll have to keep an ion that." "Goodbye.")

I love making golems with specific vulnerabilities, so I'm biased, but if it were me, I'd do it. Green dragonscale golem? Immune or resists acid, vulnerable to dragonslayer weapons and rangers who hate dragons. Figurehead golem aka wood golem? That dude's flammable. Your coral golem shows you'd be leaning in that direction anyhow. I recommend running with it.

sandmote
2019-07-30, 04:18 PM
Depending on what kind of campaign you run, you could add more damage type resistances and vulnerabilities. For example, "salt" sodium chloride melts at 800C, well after most metals, glass, and even many rocks, making it basically fireproof. Acids, however, tend to dissolve salts made of different ions. This is table salt and sulfuric acid (https://www.youtube.com/watch?v=g0qqW9oeQbw), for example.

You could even play around with it even more, if you wanted. The main villain has a salt golem? Maybe the PCs could research acid arrow but it's really bleach. Or, maybe a little simpler, while the Absorb power is on recharge and the salt golem is wet, lightning tears it apart.

If you think your PCs would get enjoyment out of exploiting material-specific vulnerabilities, go for it. It awards smart gameplay and can be a plot hook and/or nerd-based humor("But where will we find someone who knows the acid arrow but it's bleach spell?" "In their base." "Grr." "Also, he's a doctor, but not great with acids. He has a pH D." "I hate you." "I'll have to keep an ion that." "Goodbye.")

I love making golems with specific vulnerabilities, so I'm biased, but if it were me, I'd do it. Green dragonscale golem? Immune or resists acid, vulnerable to dragonslayer weapons and rangers who hate dragons. Figurehead golem aka wood golem? That dude's flammable. Your coral golem shows you'd be leaning in that direction anyhow. I recommend running with it.Those sound good. Hows my wording/balance for the following?

For the Salt golem:

Conductive. While the golem is fully immersed in water, it gains vulnerability to lightning damage.

Reactive Core. If the golem drops to half its hit points or fewer, it gains vulnerability to acid damage.

And add resistance to fire to even this out.

For the dragonscale golem:

Draconic Nature. Any creature attempting to interact with the golem (including by attacking it) may choose to treat the golem as a dragon rather than a construct.

However, I'm assuming the process for making a figurehead helps it resist fire. Pretty sure that would be a priority for anything on the sea.