This is my first time creating a homebrew monster sort-of from scratch (as opposed to remixing/editing existing monsters with some tweaks). I was attempting to recreate the Gold Golems from the Dragon Quest series in D&D; I looked to the already-existing Golems in the Monster Manual for some inspiration, but also wanted to try to make it somewhat unique. I figured, iirc, gold is not a very durable metal, so I wanted this to be a slightly fragile golem (I made its CON, STR, and AC a little lower for these reasons). I was thinking of giving it some kind of innate spellcasting for a single spell or something, or some other kind of magical ability? I've been thinking along the lines of maybe it has some treasure it keeps on it that has magical properties that allows this, or something. I'm also trying to tap into the idea that it targets greedy characters or something. Does anyone have any suggestions for honing in on those ideas, and/or feedback about the monster in general so far?
GOLDEN GOLEM
Large construct, unaligned
Armor Class 15 (natural armor)
Hit Points 75 (10d10 +20)
Speed 20 ft., burrow 20 ft.
STR 17 (+3) DEX 8 (-1) CON 14 (+2) INT 4 (-3) WIS 12 (+1) CHA 17 (+3)
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't adamantine
Languages Understands the language of its creator but can't speak
Challenge 6 (2,300 XP)
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Goldsense. The golem is aware of any gold or precious jewels within 60 ft. of it. It knows which direction to head in but not the exact distance or location of the object of its senses.
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: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 +3) bludgeoning damage.
Description: These glistening, fragile constructs are known to patrol the masoleums and treasure stashes of greedy wizards. They have an uncanny ability to be aware of the location of their assigned stash is even if they do not have a line of sight to it.
Looks like CR 6 to me, so well done on that front. How about this action for a magical ability:
Touch of Transmutation. The golem magically transmutes a metal object that it can see within 5 feet of it. If the object is being worn or carried by a creature, the creature can make a DC 14 Dexterity saving throw to avoid the golem's touch.
The golem can turn any one metal in the target into any other metal. If the target is Large or larger, the golem can only transmute a 5-foot cube at a time.
I feel like there's something missing from that, but I can't figure out what, so I'll assume I'm delusional until shown otherwise.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
This is my first time creating a homebrew monster sort-of from scratch (as opposed to remixing/editing existing monsters with some tweaks). I was attempting to recreate the Gold Golems from the Dragon Quest series in D&D; I looked to the already-existing Golems in the Monster Manual for some inspiration, but also wanted to try to make it somewhat unique. I figured, iirc, gold is not a very durable metal, so I wanted this to be a slightly fragile golem (I made its CON, STR, and AC a little lower for these reasons). I was thinking of giving it some kind of innate spellcasting for a single spell or something, or some other kind of magical ability? I've been thinking along the lines of maybe it has some treasure it keeps on it that has magical properties that allows this, or something. I'm also trying to tap into the idea that it targets greedy characters or something. Does anyone have any suggestions for honing in on those ideas, and/or feedback about the monster in general so far?
GOLDEN GOLEM
Large construct, unaligned
Armor Class 15 (natural armor)
Hit Points 75 (10d10 +20)
Speed 20 ft., burrow 20 ft.
STR 17 (+3) DEX 8 (-1) CON 14 (+2) INT 4 (-3) WIS 12 (+1) CHA 17 (+3)
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't adamantine
Damage Immunities poison, psychic
Condition Immunities exhaustion, frightened, petrified, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Understands the language of its creator but can't speak
Challenge 6 (2,300 XP)
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Goldsense. The golem is aware of any gold or precious jewels within 60 ft. of it. It knows which direction to head in but not the exact distance or location of the object of its senses.
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: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 +3) bludgeoning damage.
Description: These glistening, fragile constructs are known to patrol the masoleums and treasure stashes of greedy wizards. They have an uncanny ability to be aware of the location of their assigned stash is even if they do not have a line of sight to it.
Looks like CR 6 to me, so well done on that front. How about this action for a magical ability:
I feel like there's something missing from that, but I can't figure out what, so I'll assume I'm delusional until shown otherwise.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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I'm glad the numbers check out for a CR 6, and I think I like the sound of that ability, I'll use that, thank you.