You are on page 1of 6

—————————Weird Golems II————————

——————————Four new golems, CR 4 to 9 —————————


————————————————————————— Version 0.1 —————————————————————————
                                                                By Duncan Timiney
Weird Golems II
Golems Prismatic Ice Golem
The nature and behaviour of golems are described on page Prismatic ice is intensly cold frozen air, found as near-
167 of the Monster Manual. To create one of the following invisible crystals that sometimes sparkle in the dark. A golem
golems, one must possess a manual of weird golems II. This crafted from this rare material can lurk unseen. On
functions as a manual of golems (Dungeon Master's Guide p. activation, it lights up with refracted light in a multitude of
180) but uses the following table to determine which golem it colors.
describes. While desirable for its inherent prismatic spray attack, the
golem is brittle. The manual warns that a prismatic ice golem
d20 Golem Time Cost can be shattered from two blows of a mace of smiting. In
1–9 Annihilation 60 days 45,000 gp
addition, as one would expect, the golem is susceptible to
melting with the application of fire.
10–13 Great Caryatid 90 days 80,000 gp
14–15 Prismatic Ice 90 days 90,000 gp
16–20 60 days 65,000 gp

Crafted from an exquisite arrangement of forcecages


threaded with voidstone beads, an annihilation golem is only
useful for destruction. No quality of light will illuminate its
surface, and it is silent, as the sound of its motion is
immediately quenched from existence. Its touch obliterates
matter.
Great Caryatid Column
A caryatid column is a sculpted female figure serving as an
architectural support. A typical caryatid resembles a slender
human female wielding a sword.
Great caryatids are 15 feet tall, usually found in pairs
supporting an entablature over the portals of ancient temples
and palaces. An activated caryatid takes on life-like
pigmentation and her stone sword becomes steel. She will do
whatever is required to protect her designated location or
object, which may involve combat or luring the intruders
away. Upon completion, she returns to her original position
and transforms back into a stone statue.
Broken weapons scattered around the caryatid's base
provide a clue to their defensive feature. A caryatid's surface
is enchanted to shatter weapons, including magical ones!
Melee fighters quickly learn to hate these constructs.
The great caryatid column is based on my caryatid column
on the D&D Wiki, here.
Weird Variants
Zardazik Golem Annihilation Golem
Zardazik is a strange reddish metal which phases through Large construct, unaligned
creatures that it wounds. Any metal golem, such as copper
(Weird Golems) or iron (Monster Manual p. 170), can be Armor Class 18 (natural armor)
constructed with an zardazik alloy, and gains the following Hit Points 123 (13d10 + 52)
trait. A zardazik golem costs an additional 10,000 gp to Speed 30 ft.
construct.
Bloodphase. When the golem damages a creature with a STR DEX CON INT WIS CHA
melee attack, it can subsequently move through that creature
as though it were difficult terrain. This trait does not work 18 (+4) 9 (-1) 21 (+5) 3 (-4) 9 (-1) 1 (-5)
against constructs or undead.
Damage Immunities force, poison, psychic;
Rogue Stone Golem bludgeoning, piercing, and slashing from
A stone golem (Monster Manual p. 170) can be partially nonmagical weapons that aren't adamantine
constructed from rogue stone, an iridescent gem with strange Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
properties. When a rogue stone golem is created, it is Senses darkvision 120 ft., passive Perception 9
designated an anchor – a rogue stone buried under the Languages understands the langauges of its creator
ground or inside an object. The golem can return to this but can't speak
anchor regardless of where it is, making this construct Challenge 8 (3,900 XP)
valuable for fetching items over long distances or even other
planes. A rogue stone golem costs an additional 20,000 gp to Immutable Form. The golem is immune to any spell
construct. or effect that would alter its form.
The golem gains the following additional trait:
Rogue Magic. When a spell of 1st level or higher is cast Magic Resistance. The golem has advantage on
within a 60–foot radius of the golem, roll on the following saving throws against spells and other magical
table before the spell is resolved. effects.
d8 Effect Magic Weapons. The golem's weapon attacks are
magical.
1 The golem changes color, shape, or some other minor
alteration occurs. Actions
2 The caster is affected by the levitate spell for 1 minute. Multiattack. The golem makes two slam attacks.
3 It begins to rain heavily in a 20-foot-radius, 60-foot Slam. Melee Weapon Attack: +8 to hit, reach 5ft.,
high cylinder centered on the golem. If was already
raining, it begins to rain frogs. one target. Hit 16 (3d10) bludgeoning damage +
22 (4d10) force damage.
4 All magical effects of 3rd-level or lower, within 60 feet
of the golem, automatically end.
5 The spell is cast as though it were one level higher (to
a miaxmum of 9th level).
6 The golem teleports to an unoccupied space it can see
within 60 feet.
7 The caster is blinded until the start of their next turn.
8 The golem recharges its slow action and immediately
targets itself with it.

The golem gains the following action option:


Gemjump. The golem teleports to an unoccupied space
within 10 feet of its anchor.

WEIRD GOLEMS 1
Great Caryatid Column Prismatic Ice Golem
Huge construct, unaligned Large construct, unaligned

Armor Class 15 (natural armor) Armor Class 13 (natural armor)


Hit Points 195 (17d12 + 85) Hit Points 231 (22d10 + 110)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 20 (+5) 3 (-4) 12 (+1) 1 (-5) 21 (+5) 9 (-1) 20 (+4) 3 (-4) 11 (+0) 1 (-5)

Damage Resistances bludgeoning, piercing, and Damage Vulnerabilities bludgeoning damage from
slashing from nonmagical weapons that aren't magical weapons; fire
adamantine Damage Immunities poison, psychic; bludgeoning,
Damage Immunities poison, psychic piercing and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, that aren't adamantine
frightened, paralyzed, petrified, poisoned Condition Immunities charmed, exhaustion,
Senses darkvision 120 ft., passive Perception 11 frightened, paralyzed, petrified, poisoned
Languages understands the langauges of its creator Senses darkvision 120 ft., passive Perception 10
but can't speak Languages understands the langauges of its creator
Challenge 11 (7,200 XP) but can't speak
Challenge 13 (10,000 XP)
Immutable Form. The caryatid is immune to any
spell or effect that would alter its form. Death Burst. When the golem dies, it explodes in a
burst of jagged ice. Each creature within 10 feet of
False Appearance. When the caryatid remains it must make a DC 18 Dexterity saving throw,
motionless, it is indistinguishable from a normal taking 16 (3d10) slashing damage on a failed save,
statue. or half as much damage on a successful one.
Magic Resistance. The caryatid has advantage on Immutable Form. The golem is immune to any spell
saving throws against spells and other magical or effect that would alter its form.
effects.
Magic Resistance. The golem has advantage on
Magic Weapons. The caryatid's weapon attacks are saving throws against spells and other magical
magical. effects.
Shatter Weapon. A non-adamantine weapon that Magic Weapons. The golem's weapon attacks are
scores a critical hit on a caryatid column is magical.
shattered after the damage is resolved. This does
not affect unarmed attacks. Ammunition that hits Transparent. Even when the golem is in plain sight,
the caryatid column is destroyed. If the weapon is it takes a successful DC 15 (Wisdom) check to
magical and attuned to its wielder, the attunment is spot the golem if it has neither moved nor
lost instead. Artifacts and sentient weapons cannot attacked. A creature that tries to enter the golem's
be shattered, although can lose their attunement. space while unaware of the golem is surprised by
the golem.
Actions
Multiattack. The caryatid makes two falchion
Actions
attacks. Multiattack. The golem makes two slam attacks.
Falchion. Melee Weapon Attack: +12 to hit, reach Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,
10 ft., one target. Hit 25 (4d8 + 7) slashing one target. Hit 21 (3d10 + 5) bludgeoning damage
damage. and 5 (1d10) cold damage.
Prismatic Spray (Recharge 6). The golem emits
multicolored rays in a 60-foot cone, with the effect
of the prismatic spray spell (Player's Handbook p.
267). The spell save DC is 18.

2 WEIRD GOLEMS
Soarwood Golem
Large construct, unaligned

Armor Class 15 (natural armor)


Hit Points 171 (18d10 + 72)
Speed 30 ft.; fly 60 ft. (hover)

STR DEX CON INT WIS CHA


21 (+5) 10 (+0) 19 (+4) 3 (-4) 11 (+0) 1 (-5)

Damage Immunities poison, psychic; bludgeoning,


piercing, and slashing from nonmagical weapons
that aren't adamantine
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 9
Languages understands the langauges of its creator
but can't speak
Challenge 9 (5,000 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.

Actions
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 5ft.,
one target. Hit 16 (2d10 + 5) bludgeoning damage.
Reverse Gravity Ray (Recharge 5–6). The golem
targets one creature it can see within 100 feet of it.
The target must make a DC 17 Dexterity saving
throw. On a failed save, gravity is reversed for the
target: if they are not anchored, they begin to fall
upwards. The target can repeat the saving throw to
grab onto a fixed object it can reach to avoid the
fall.
In an open enviroment, the target falls to a
maximum altitude of 100 feet where it remains for
the duration. Otherwise, if the target encounters a
solid object in the fall, it strikes it just as they
would during a normal downard fall.
The effect lasts for 1 minute or until the golem
uses the reverse grtavity ray again. When the effect
ends, the affected creature falls back down.

WEIRD GOLEMS 3
Credits
Author: Duncan Timiney
See my other works at dandwiki.com under the username
Marasmusine.
Where would we be without Homebrewery?
Cover image courtesy of Pixabay [Creative Commons,
Commercial, No Attribution]
Filler image courtesy of the DMs Guild Art Resource –
Constructs pack.

4 CREDITS

You might also like