Small Construct, Neutral
AC 13 Natural Armor    Initiative +0 (10)
HP 20 (4d10)
Speed 20 ft.
Mod Save
STR 16 +3 +3
DEX 10 +0 +3
CON 14 +2 +4
Mod Save
INT 4 -3 -3
WIS 10 +0 +0
CHA 4 -3 -3
Skills Athletics +3
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands the languages you speak but can’t speak
CR 1/8 (XP 25; PB +2)
Traits

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

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

Magical Construct. You can use the mending cantrip to heal the golem for (2d6) hit points. The golem takes its turn directly after yours. On your turn, you can use your bonus action command any number of golems created by this feature and are within 60 feet of you to perform any of their actions on their turn. If they do not receive a command, they remain motionless and do nothing.

Actions

Slam. Melee Attack Roll: +5, reach 5 ft. Hit: (1d8 + 3) magical bludgeoning damage.

Explode. As an action, if the golem was ordered to using your bonus action, a small incendiary device inside it explodes, destroying the golem in the process. Any creature within 10 feet of the explosion must make a Dexterity saving throw against your Spell Save DC. If they fail, they take (3d8) fire damage, or half on a save.

Description

When you create the golem, you can decide its shape and form, but it must have a design making it capable of walking. The golem is a magical construct.

Credit for this homebrew should be attributed to the user @ Dev_Dev_Dev for use in their homebrewed Artificer sublcass, "Animator."

Artwork Credit: Stonegolem by SandroRybak on DeviantArt

vivbuyo

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