Golems

Coral Golems

Built of living corals, coral golems are typically built by marine races as guardians where mud and clay golems would disintigrate and iron golems rust.

Still Living. Despite being constructs underneath, coral golems have live coral covering their surface, restoring damage over time. If this coral should abandon the golem or die, the golem becomes bleached, weakening the internal structure significantly. Unlike most golems, coral golems can can their coral surface poisoned.


Bleached Coral Golem

Large construct, unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 53 (7d10+14)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 7 (-2) 14 (+2) 1 (-5) 8 (-1) 1 (-5)

  • Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Darkvision 60 ft., passive Perception 9
  • Languages Understands the languages of its creator but can't speak
  • Challenge 4 (1,100 XP)

Berserk. Whenever the golem starts its turn with 24 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

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.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.


Coral Golem

Large construct, unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 94 (11d10+33)
  • Speed 30 ft., 30 ft swim.

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 17 (+3) 2 (-4) 11 (+0) 4 (-3)

  • Damage Immunities Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
  • Damage Resistances Fire, Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Understands the languages of its creator but can't speak
  • Challenge 7 (2,900 XP)

Aversion of Acid. If the golem takes acid damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

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.

Polyp Surface. If the golem spends more than 1 hour out of water or becomes petrified, the coral in its body dies and it becomes a bleached coral golem. This reduces the golem's max hitpoints accordingly, and removes the petrified condition.

Radiant Absorption. Whenever the golem is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Return Light (Recharges after a Short or Long Rest). The golem unleashes stored light in a 30 foot cone. Any creature caught in the blast must make a DC 14 Constitution save. On a failed save the creature takes 26 (4d12) radiant damage and is blinded for 1 round. on a succesful save the creature takes half as much damage and isn't blinded.

Figureheads

Placed on the front of sailing ships, figureheads have long been beloved by the sailors in some societies. Occasionally, they are animated, in order that they may fight with the crew.

Carved to Order. Figureheads are typically made to be unique, based on the needs of the ship they're meant to adorn. The most common designes are maidens meant to gain the favor of ocean spirits and dragon heads meant to scare them away, although other designs exist.

Ship Protector. figureheads are mounted on the bow of a sailing vessel, where they can see ahead of themselves. Typically orderer to protect the ship, they then help guide the ship and fire bolts or spout flame at enemy vessels, all the better to avoid being lost to the deep themselves.

Salvaged Protectors. Undersea races sometimes scavange figureheads, either returning them to the surface or using magic to make the figureheads serve as guards for them.

Manual of Golems

Players may find a Manual of Golems for crafting the golems described here. the time and cost for each golem is listed above.

This tome contains information and incantations necessary to make a particular type of golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.

To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.

Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.

Tome Cost
Golem Time Cost
Manual of Coral Golems 60 days 70,000 gp
Manual of Dragonscale Golems 120 days 120,000 gp*
Manual of Figureheads 30 days 35,000 gp
Manual of Mud Golems 10 days 10,000 gp
Manual of Salt Golems 90 days 90,000 gp

* Consructing a Dragonscale Golem also requires the remains of an adult or ancient dragon.



Figurehead

Medium construct, unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 55 (10d8+10)
  • Speed 5 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 5 (-3) 11 (+0) 11 (+0)

  • Damage Resistances Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Understands the languages of its creator but can't speak
  • Challenge 3 (700 XP)

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

Magic Resistance. The figurehead has advantage on saving throws against spells and other magical effects.

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

Figurehead Type. The figurehead has one of the folloiwng types:

  • Type 1: Armed maiden
  • Type 2: Dragon's head

Actions for Type 1

Multiattack. The figurehead makes two sword or crossbow attacks.

Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Actions for Type 2

Multiattack. The figurehead makes two bite or sea fire attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Sea Fire. The figurehead spits flame as a target within 60 feet. That target must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Dragonscale Golems

Built from the remains of dragons, dragonsscale golems combine the breath weapons of dragon with the elemental healing of golems. This makes adult golems exterely useful against dragons, as the golems not only provide colver against a dragon's breath weapon but are also healed by it.

Rare Materials. Unlike other golems, constructing a dragonscale golem requires the remains of an adult or anicent dragon, rather than common materials such as stone or metal. Between this requirement and the cost,

Abhorred by Dragons. Given the material requirments of these golems, most dragons abhorr such creations. Even good dragons worried about death aren't typically willing to arrange for their bodies to be made into dragonscale golems, if only becuase they could be used for evil acts in the future. Evil dragons, on the other hand, may build such golems from the remains of a rival, all the better to threten another dragon that challenges them.

Dragonscale Golem Variants

This page shows a dragonscale golem crafted from the remains of a green dragon. Other types of Dragonscale golems exist, as detailed here. They lose immunity to poison, the poison absorption trait, and their breath weapon is of a different type, although the damage stays the same.


  • Golems Crafted from Black and Copper dragons have immunity to acid, acid absorption, and a breath weapon that deals acid damage in a 90-foot, 5 foot wide line.
  • Golems Crafted from Blue and Bronze dragons have immunity to lightning, lightning absorption, and a breath weapon that deals lightning damage in a 90-foot, 5 foot wide line.
  • Golems Crafted from Brass, Gold, and Red dragons have immunity to fire, fire absorption, and a breath weapon that deals fire damage in a 60-foot cone.
  • Golem Crafted from Silver and White dragons have immunity to cold, cold absorption, and a breath weapon that deals cold damage in a 60-foot cone.


Green Dragonscale Golem

Large construct, unaligned


  • Armor Class 20 (Natural Armor)
  • Hit Points 189 (18d10+90)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 20 (+5) 1 (-5) 11 (+0) 5 (-3)

  • Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Darkvision 120 ft., passive Perception 10
  • Languages Understands the languages of its creator but can't speak
  • Challenge 12 (8,400 XP)

Poison Absorption. Whenever the golem is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison damage dealt.

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.

Actions

Multiattack. The figurehead makes two claw attacks.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage.

Poison Breath (Recharge 5–6). The golem exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 54 (12d8) poison damage on a failed save, or half as much damage on a successful one.

Mud Golems

Mud golems are typically built by smaller races, guarding locations larger golems don't fit.


Mud Golem

Small construct, unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 41 (9d6+9)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 6 (-2) 13 (+1) 1 (-5) 7 (-2) 1 (-5)

  • Damage Immunities Poison, Psychic
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone
  • Senses Darkvision 60 ft., passive Perception 8
  • Languages Understands the languages of its creator but can't speak
  • Challenge 1 (200 XP)

Berserk. Whenever the golem starts its turn with 24 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

False Appearance. While the golem remains motionless, it is indistinguishable from a pile of mud.

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.

Partially Amorphous. The golem can choose to count as one one size smaller for the purpose of squeezing through small spaces.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.


Salt Golems

Made of pillars of stone salt, salt golems can absorb surrounded surrounding water, leaving their victims as dry husks.


Salt Golem

Large construct, unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 94 (11d10+33)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 19 (+4) 1 (-5) 12 (+1) 1 (-5)

  • Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Darkvision 60 ft., passive Perception 11
  • Languages Understands the languages of its creator but can't speak
  • Challenge 11 (7,200 XP)

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.

Necrotic Absorption. Whenever the golem is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Absorb (Recharge 6). The golem draws in water in a 30 foot cone. Any creature caught in the blast must make a DC 14 Constitution save. On a failed save the creature takes 26 (4d12) necrotic damage and is poisoned for 1 round. On a successful save the creature takes half as much damage and isn't poisoned.

Made by Sandmote from Giant in the Playground