Medium Construct, Unaligned
Armor Class 11 Natural
Hit Points 20 (3d8 + 6)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
15 (+2)
INT
5 (-3)
WIS
6 (-2)
CHA
1 (-5)
Damage Vulnerabilities Acid, Lightning
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages One language of the maker's choice
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Reprogram. Golems are able to be reprogrammed. To reprogram the combat golem, a creature must make a DC 14 Intelligence check. On a failed check, the golem makes an attack against that creature. On a successful check, the golem will listen to basic commands from that creature and consider it an ally. This reprogramming lasts until the end of a long rest. 

 

Actions

Laser Pistol. Ranged Weapon Attack.  +4 to hit, range 25/60 ft., minimum range 5 ft., one target. Hit:  4 (1d4 + 2) fire damage

Laser Rifle . Ranged Weapon Attack.  +4 to hit, range 150/300 ft., one target. Hit:  6 (1d8 + 2) fire damage.

Description

Created in massive factories for war, these combat golems are highly durable and able to go long distances between recharged. With minimum weaponry and limited processing power, combat golems are meant to fight in large numbers and overwhelm enemies at the cost of being easily destroyed. 

Previous Versions

Name Date Modified Views Adds Version Actions
3/22/2022 5:19:45 PM
48
5
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Coming Soon
3/22/2022 5:30:13 PM
6
0
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Coming Soon
3/22/2022 6:09:21 PM
6
0
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Coming Soon
Vamcat

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