Medium Construct, Unaligned
Armor Class 10 (natural armor)
Hit Points 105 (11d10 + 50)
Speed 35 ft.
STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
3 (-4)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +7, CON +7
Skills Deception +3, Perception +3, Stealth +6
Damage Resistances Lightning
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands Common, the language of its owner, the language of its target, and the most popular language in its deployment area
Challenge 5 (1,800 XP)
Proficiency Bonus +3

Human Facade. This golem appears as either an elf, half-elf, or human, and it can appear as a specific member of one of those races. Unless someone sees it use its blade arm or stun hand, it takes a base DC 10 Perception check to determine that the golem is a golem. If the golem has been observed for over 15 minutes the DC is decreased to 5. If the golem takes more than 15 damage in a single turn or has less than half its HP, it loses this ability. Once it regains more than half its HP and uses the mending spell on itself, this ability is regained.

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.

Spellcasting. The golem is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +1 to hit with spell attacks). It has the following spells:

At will: disguise self, mending, prestidigitation, scrying

Once per day: shield

Actions

Multiattack. The golem can make two melee attacks or one ranged attack.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Pistol. Ranged Weapon Attack: +1 to hit, range 30/90 ft., one target. Hit: 7 (2d6 + 1) piercing damage.

Stun Hand (Recharge 6). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 5 (1d8) lightning damage. On a hit, the target must succeed on a DC 12 Constitution saving throw or be stunned until the end of its next turn.

Description

 The Surveillance Golem Economy is the weakest type of human passing Surveillance Golem. They are imprinted with false personas and made up to look their part, so they can follow and record a target. They are rarely sent to masquerade as a real person, due to their low intelligence and charisma. If spotted, these golems tend to hide and use disguise self to resume their task. If they are discovered they often flee, but can sometimes fight. This model is often used as cheap fodder. They may even protect their target to keep getting information on them.

 Recording. The golem records everything it sees and hears for up to 24 hours in the past. If the golem is incapacitated, the golem's Surveillance Recorder can be retrieved. This information can be viewed by using a Surveillance Monitor or by creating a telepathic bond with the golem or Surveillance Recorder.

The recordings are usually retrieved every 8 to 12 hours, depending on which organization has control of it and how much money they have or how important the target is. A new Surveillance Golem is usually put in place fifteen minutes before the previous one is withdrawn to maintain a complete record. In serious cases, multiple Surveillance Golems are used as backups and to prevent losing sight of the target.

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.

Constructed Nature. A golem doesn’t require air, food, drink, or sleep.

Monster Tags: construct

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