Golem / Golems (Golden)
An arcane servant and warrior with immense power and strength.

Level 18 Creature
Huge - Automaton - Biped
Information
Golems are powerful arcane constructs with immense physical and magical power. Golden Golems are made of iron with gold plating, giving them a golden luster and glow. They are typically made to serve in temples, grand halls and palaces where their plating would fit in with the décor. They typically serve their creators without question but can occasionally lose their sanity or sense of duty after many centuries of service.
Behavior
Golems are stiff and exact in all of their movements. They move with brutal and lumbering efficiency and never hold back when they strike, as they are devoid of mercy. Golems typically have a list of Commandments written within them. These commandments make up their internal laws and logic that they must follow. A golem will do anything to achieve its commandments, even upon pain of disassembly or death.
Tactics
Golems have little in the way of tactics. They move swiftly to achieve their goals and destroy anything that attempts to impede them. They are not malicious or vindictive, they seek only to accomplish their commandments as swiftly and efficiently as possible.
Weaknesses
Destroying the Scroll or Etched Commandments within the Golem’s casing will kill it instantly, reducing to 0 HP and causing it to auto fail 3 Death Saving Throws.
Golems can be dispelled by particularly powerful magic since they are an Arcane Construct.
Traits
Armor Plating II
The Creature possesses thick armor plates that act like heavy Armor, protecting it from harm.
Effect: +8 AC, + 60 Armor Points, -4 to DEX score
Non-Organic
You do not receive damage when you are dealt Poison, Venom, Toxic, Psychic or Necrotic Damage.
You cannot gain benefits from food or drink. You cannot gain healing or effects from medicine, potions, poisons, poultices or salves.
Arcane Construct
Your creation was purely magical and it is the only thing tying you to the Planes of Existence. A Dispelling Spell or Ability of an Attribute Resource Pool Cost equal to, or higher than your current level x 2 immediately causes your character to be reduced to 0 HP, enter the Dying Condition and Lose 1 Death Saving Throw.
Responsive
The creature has increased reactions.
Effect: The creature has 1 additional Reaction at their Disposal.
Multi-Strike II
The creature can attack a few times in rapid succession.
Effect: The creature is considered to possess a total of 3 Melee Attack Actions per turn.
Well Armored
The creature is well protected against most forms of physical damage.
Effect: The creature is Resistant to Blunt, Puncture and Slash Damage.
Grappler
The creature is designed or evolved to grapple with prey and adversaries.
Effect: The creature Adds a Destiny on Attacks made to Grapple Creatures.
Abilities
Club Strike III
The Creature Possesses a Devastating Club-like Appendage that it wields as a Natural Weapon.
Action: Melee Attack Action
Range: Melee
Damage: 2d8 + 2 + STR Modifier Blunt Damage
Hit Effect: Target must pass a DC 14 STR Saving Throw or be Knocked Prone.
Ground Crush III
The creature's colossal strength and bulk allow it to pummel creatures into the ground with its mighty blows.
Action: Melee Attack Action
ARP Cost: 1 Might or Stamina
Range: Melee
Damage: 2d12 + STR or CON Modifier.
Hit Effect: Creatures hit by this attack must roll a DEX or STR Saving Throw with a DC of 20. If they Fail they are Knocked Prone and Immobilized until they or another creature uses their Action to dig them out of the ground.
Throw III
The creature possesses tremendous strength and can easily throw creatures smaller than itself many meters.
Action: Melee Attack Action
Prerequisite(s): Creature at least 1 Size Category Smaller than Self within Melee Range.
Range: Melee
Special: The creature adds a Destiny Die to their Attack Roll if the Target is currently Grappled by them.
Hit Effect: The creature is Thrown a number of meters equal to 1d8 + 2 + the Throwing Creature's STR Modifier. For each meter traveled in this way the creature is dealt 1d10 Blunt Damage. If the thrown creature meets a wall and cannot continue traveling it is instead dealt 12 blunt Damage per meter of travel lost due to impact with a wall or structure. The Wall or structure is dealt damage equal to this damage.
Miss Effect: If the creature was Grappled, the Grapple is Broken.
Trample III
The Creature is capable of heavily trampling smaller creatures.
Action: Movement
Range: Movement Distance - 2.
Damage: 6d6 Blunt Damage
Effect: When this Creature Moves through their occupied Tile(s), Creatures 2 or more size categories smaller than this creature must pass a DC 14 DEX Saving Throw, or be dealt the Damage from this Ability. Prone creatures have Disadvantage on this Saving Throw.
Light Beam
The creature generates a powerful and concentrated beam of light energy and sends it blasting forth.
Action: Ranged Attack Action
Range: 20 Meters
Damage: 2d12 + 4 + CON Modifier Burn
Stats
STR | CON | DEX | INT | WIS | CHA |
---|---|---|---|---|---|
22 | 22 | 12 | 8 | 8 | 2 |
+6 | +6 | +1 | -1 | -1 | -4 |
Size | Huge |
---|---|
Movement | 8 Meters Walking |
Attack Modifier | +9 |
AC | 16 |
HP | 220 |
Armor | 80 |
Domain | Palaces, Keeps, Vaults, Crypts, Temples, Grand Halls |
Native Realm | X |