Tiny Construct, Typically Lawful Good
Armor Class 13 (natural armor)
Hit Points 7 (7d4)
Speed 20 ft.
STR
11 (+0)
DEX
10 (+0)
CON
15 (+2)
INT
7 (-2)
WIS
10 (+0)
CHA
4 (-3)
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Passive Perception 9
Languages Understands the languages of its creator but can't speak
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Telepathic Bond. While the golem is within 1 mile of its creator, it can magically convey what it senses to its creator, and the two can communicate telepathically.

Unusual Nature. The golem doesn't need air, food, drink, or sleep. If the ritual ink animating it is destroyed, the golem crumbles to dust.

Actions

Faith Boost. The golem has a number of hit points equal to 1 + your Charisma modifier + your cleric/paladin level (the golem has a number of Hit Dice [d4s] equal to your cleric/paladin level)

Natural Shelter. The golem magically takes shelter inside an item such as a spellcasting focus. The golem can't be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn't impair the golem's telepathy. If its shelter is destroyed, the golem is destroyed as well.

Reactions

Channel Magic. The golem delivers a spell you cast that has a range of touch. The golem must be within 120 feet of you.

Description

By inscribing the ritual words in ink upon a clay surface, one can channel rare ritual magic to create a faithful, squirrel-sized companion. The tiny clay golem familiar resembles a 6-inch-tall animated doll with eyes that glow with an internal magic. Though the means of animating the golem may vary from creator to creator, it is typically animated by means of ink characters written on the forehead.

A golem is a construct that is capable of fulfilling simple tasks as designated by its creator, with the two sharing thoughts, senses, and language through a mystical bond. A master can have only one golem at a time (attempts to create another one always fail).

In combat, the golem shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the golem can take any action of its choice, not just Dodge.

Tikkunhayam

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