Animalian Golems

A Supplement for 5th Edition

Sample file

by Toby Lowther

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Not for resale. Permission granted to print or photocopy this document for personal use only. ANIMALIAN GOLEMS 1 Animalian Golems mong the ranks of arcane servants known as If determining the type of for a given Manual of "golems" are counted a handful which, rather Golems randomly, and you wish to include animalian golems than being crafted in humanoid form, take the in the selection, roll 2d20 instead of 1d20. forms of animals. Including golems modelled after horses, dogs, and birds, the animalian 2d20 Golem Time Cost golems are created as much for the company 2–6 Clay 30 days 65,000 gp they offer or the utility they provide as for the A 7–18 Flesh 60 days 50,000 gp simple guardianship offered by their humanoid bretherin. This supplement includes general guidelines concerning 19 Iron 120 days 100,000 gp animalian golems, the costs in time and fortune to construct 20–21 Stone 90 days 80,000 gp such golems, and stat blocks for a range of animalian golems to serve as allies or enemies. 22–28 Equine 100 days 90,000 gp 29–35 Canine 45 days 60,000 gp General Guidelines 36 Feline 100 days 95,000 gp Exactly how animalian golems function in your setting is at 37-39 Avian 30 days 50,000 gp the discretion of the DM. This section contains some general 40 Giant Avian 120 days 100,000 gp guidelines on role-playing and ruling for the animalian golems included later in this chapter. Animalian golems cannot normally be bought per se, and require an extensive magical ritual to transfer ownership Animalian Behaviours should such a transaction occur. If an animalian golem is to Animalian golems exhibit some of the natural patterns of be gifted, it is usually in return for a favour or service, or as a their animal form, usually programmed in as part of their reward, rather than in exchange for money. construction. However, the lack of any need to eat, sleep, or reproduce does have a substantial influence on altering their basic instincts. Generally, animalian golems will act in a way reminiscent of the mannerisms of its form - a canine golem may chase a stick if thrown, for example. Golem Companions If an individual creates an animalian golem, or else acquire such a golem by having its ownership passed to them by a magical ritual, that golem will obey any spoken comanSampled given file by the individual to the best of their ability. Animalian golems act on their own initiative. They will obey any direct command from their owner, and in absence of such a command, they will act in a manner befitting both their natural animalian form and their magical allegiance to their controller (unless they enter a beserk state). Golem Mounts The equine golem is the prototypical golem mount. Golem mounts can travel longer in a day, because they do not need rest, and a rider on a golem mount will never need to change horses to travel quickly. Generally, a golem mount can cover 6 more miles per day for any given pace than normal travel speeds. Because this represents the mount's unwavering stride rather than any increase in pacing, this effect is only substantial across a day or more of travel. Constructing the Golems It is at the DM's discretion whether animalian golems can be constructed by the players. If they can be, the rules for construction are as given for the Manual of Golems in the Dungeon Master's Guide (DMG p.180-1).

Not for resale. Permission granted to print or photocopy this document for personal use only. 2 Avian Golem Animalian Golems The smallest of the golems, avian golems are modelled on Forged from humble materials into the likeness of the beasts moderately sized birds - ravens, hawks and eagles. They are that roam the natural world - horses, dogs, cats, birds - almost invariably built of a magically-enhanced alloy of iron to animalian golems exhibit the tirelessness and power of their allow smooth movement in flight, and they are held aloft by humanoid cousins. magical enchantment. To create an animalian golem, one requires a manual of An avian golem suffers a conflict between its spirit of golems, which details the process of creating such a creature. elemental earth and its bodily form suspended in the air, Elemental Spirit in Animal Form. The construction of a which when disrupted by damage causes it to enter a blind golem brings a spirit of elemental earth into a rough-hewn, and destructive rage, only ceasing when destroyed, animalian form that has been imbuned with a semblance of completely repaired, or brought into contact with the earth. its natural bretherin's nature. These conflicting sparks of life gradually merge together to form a single, mostly cohesive entity with something of the Giant Avian Golem sturdy method of elemental earth and something of the Among the most majestic of the animalian golems, the giant mannerisms of its animal being. avian golem is modelled after the likeness of the giant eagle, Erratic Obedience. The more an animalian golem is made and forged from a very light alloy of steel and a small portion like its natural counterpart, the less it is prone to simply obey of adamantine. Like their smaller counterparts, giant avian commands. The most obedient are equine golems, which golems are magically enchanted to fly, although they still beat tend to serve as simple vehicles, while the least are the feline their wings after the instincts of their bodily form. golems, which have something of the whileliness of the cats Giant avian golems suffer from the air madness of their they resemble. smaller counterparts, often giving off mournful wails from All animalian golems will obey a direct command from their spirit of elemental earth at being forever seperated from their creator, but where a humanoid golem may simply await the ground below. Serious damage can cause the golem to its next command, animalian golems are prone to reverting to rage against the creator who seperated its spirit from the their animal instincts in times of passivity. earth and against any creature it can see, a rage which lasts Constructed Nature. A golem doesn't require air, food, until it is destroyed, completely repaired, or brought into drink, or sleep. contact with the earth it belongs to. Equine Golem A golem usually forged of iron or clay, this creature is crafted to resemble a horse, though it often stands up to a foot taller than a normal horse, with broadened shoulders to pull even the heaviest loads. An equine golem strides with a steady, ponderous gait that has something of a stiffness as its joints grate together. Imbued with the docile nature and obediance of a well- trained draft horse, the equine golem is the most subsSampleervient file of the animalian golems. Canine Golem One of the most common of the animalian golems, such as any of these are common, the canine golem is forged of iron, clay or stone in the shape of a hound. Surprisingly quick for a golem, the canine golem runs with a loping gait. Imbued with something of the friendliness of a dog, the canine golem seems to recognise its owner and act in a friendly manner toward them, greeting them at the door. Some will even chase a stick that is thrown. Feline Golem The swiftest of the golems that travel by foot, the feline golem is crafted from iron, clay, stone, or sometimes even wood, into the shape of a large cat - typically a mountain lion. Feline cats are often built sleeker and thinner than their beast counterparts. The most disobedient of the animalian golems, feline golems are imbued with the independent spirit and wanderlust of the cats they mirror, often wandering about freely unless instructed by their owner to stay.

Not for resale. Permission granted to print or photocopy this document for personal use only. 3 Avian Golem Equine Golem Large construct, unaligned Canine Golem Armor Class 14 (natural armor) Medium construct, unaligned Hit Points 117 (14d10 + 40) Speed 40 ft. Armor Class 12 (natural armor) Hit Points 102 (12d8 + 48) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 18 (+4) 3 (-4) 10 (+0) 1 (-5) STR DEX CON INT WIS CHA Damage Immunities poison, psychic; bludgeoning, 19 (+4) 9 (-1) 18 (+4) 3 (-4) 11 (+0) 3 (-4) piercing, and slashing damage from nonmagical weapons that aren't adamantine Skills Perception +3, Stealth +2 Condition Immunities charmed, exhaustion, Damage Immunities poison, psychic; bludgeoning, frightened, paralyzed, petrified, poisoned piercing, and slashing damage from nonmagical Senses darkvision 60 ft., passive Perception 10 weapons that aren't adamantine Languages understands the languages of its creator Condition Immunities charmed, exhaustion, but can't speak frightened, paralyzed, petrified, poisoned Challenge 10 (5,900 XP) Senses darkvision 60 ft., passive Perception 13 Languages understands the languages of its creator Immutable Form. The golem is immune to any spell but can't speak or effect that would alter its form. Challenge 7 (2,900 XP)

Magic Resistance. The golem 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 Weapons. The golem's weapon attacks are Magic Resistance. The golem has advantage on magical. saving throws against spells and other magical effects. Trampling Charge. If the golem moves at least 20 feet straight toward a creature and then hits it with Magic Weapons. The golem's weapon attacks are a hooves attack on the same turn, that target must magical. succeed on a DC 15 Strength saving throw or be Pack Tactics. The golem has advantage on attack knocked prone. If the target is prone, the golem can rolls against a creature if at least one of the golem's make another attack with its hooves against it as a allies is within 5 feet of the creature and the ally bonus action. isn't incapacitated. Sample file Actions Actions Multiattack. The golem makes two melee attacks. Multiattack. The golem makes two melee attacks. Hooves. Melee Weapon Attack: +8 to hit, reach 5 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., ft., one target. Hit: 16 (2d10 + 5) bludgeoning one target. Hit: 14 (4d4 + 4) piercing damage. If damage. the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. 4 Feline Golem Medium construct, unaligned Avian Golem Armor Class 18 (natural armor) Small construct, unaligned Hit Points 120 (16d8 + 48) Speed 50 ft. Armor Class 12 (natural armor) Hit Points 66 (12d6 + 24) Speed 5 ft., fly 50 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 17 (+3) 4 (-3) 10 (+0) 8 (-1) STR DEX CON INT WIS CHA Skills Perception +3, Stealth +5 14 (+2) 16 (+3) 15 (+2) 3 (-4) 13 (+2) 1 (-5) Damage Immunities poison, psychic; bludgeoning, piercing, and slashing damage from nonmagical Skills Perception +4 weapons that aren't adamantine Damage Immunities poison, psychic; bludgeoning, Condition Immunities charmed, exhaustion, piercing, and slashing damage from nonmagical frightened, paralyzed, petrified, poisoned weapons that aren't adamantine Senses darkvision 120 ft., passive Perception 13 Condition Immunities charmed, exhaustion, Languages understands the languages of its creator frightened, paralyzed, petrified, poisoned but can't speak Senses darkvision 60 ft., passive Perception 14 Challenge 11 (7,200 XP) Languages understands the languages of its creator but can't speak Immutable Form. The golem is immune to any spell Challenge 4 (1,100 XP) or effect that would alter its form. Antimagic Susceptibility. The avian golem loses its Magic Resistance. The golem has advantage on flying speed while in the area of an antimagic field. saving throws against spells and other magical If targetted by a dispel magic spell, the golem must effects. succeed on a Constitution saving throw against the Magic Weapons. The golem's weapon attacks are caster's spell save DC or lose its flying speed for 1 magical. minute. If the golem is airborne when it loses its flying speed, it falls to the ground. Pack Tactics. The golem has advantage on attack rolls against a creature if at least one of the golem's Berserk. Whenever the golem starts its turn with 20 allies is within 5 feet of the creature and the ally hit points or fewer, roll a d6. On a 6, the golem isn't incapacitated. goes berserk. On each of its turns while berserk, Pounce. If the golem moves at least 20 feet straight the golem attacks the nearest creature it can see. If toward a creature and then hits it with a claw attack no creature is near enough to move to and attack, on the same turn, that target must succeed on aSample DC filethe golem attacks an object, with preference for an 14 Strength saving throw or be knocked prone. If object smaller than itself. Once the golem goes the target is prone, the golem can make one bite berserk, it continues to do so until it is destroyed, attack against it as a bonus action. regains all its hit points, or is touched to the ground. Running Leap. With a 10-foot running start, the golem can long jump up to 25 feet. Immutable Form. The golem is immune to any spell or effect that would alter its form. Actions Keen Sight. The avian golem has advantage on Multiattack. The golem makes two melee attacks. Wisdom (Perception) checks that rely on sight. Magic Resistance. The golem has advantage on Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., saving throws against spells and other magical one target. Hit: 15 (2d10 + 4) piercing damage. effects. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., Magic Weapons. The golem's weapon attacks are one target. Hit: 18 (4d6 + 4) slashing damage. magical. Haste (Recharge 5-6). Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has Actions advantage on Dexterity saving throws, and can use Multiattack. The golem makes two talon attacks. its bite or claw attack as a bonus action. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Featherblades (Recharge 5-6). Each creature within 5 ft. of the avian golem must make a DC 13 Dexterity saving throw. On a failed save, that creature takes 5 (1d4 + 3) slashing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. 5 Once the golem goes berserk, it continues to do so Giant Avian Golem until it is destroyed, regains all its hit points, or is Large construct, unaligned touched to the ground. Armor Class 19 (natural armor) Immutable Form. The golem is immune to any spell or Hit Points 200 (19d10 + 95) effect that would alter its form. Speed 5 ft., fly 70 ft. Keen Sight. The avian golem has advantage on Wisdom (Perception) checks that rely on sight. STR DEX CON INT WIS CHA Lightning Absorbtion. Whenever the golem is subjected to lightning damage, it takes no damage and instead 22 (+6) 9 (-1) 21 (+5) 3 (-4) 13 (+2) 3 (-4) regains a number of hit points equal to the lightning damage dealt. Skills Perception +7 Magic Resistance. The golem has advantage on saving Damage Immunities lightning, poison, psychic; throws against spells and other magical effects. bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't adamantine Magic Weapons. The golem's weapon attacks are Condition Immunities charmed, exhaustion, frightened, magical. paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 17 Actions Languages understands the languages of its creator but Multiattack. The golem makes two melee attacks. can't speak Challenge 13 (10,000 XP) Beak. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. Antimagic Susceptibility. The avian golem loses its flying Talons. Melee Weapon Attack: +11 to hit, reach 5 ft., speed while in the area of an antimagic field. If one target. Hit: 22 (3d10 + 6) slashing damage. targetted by a dispel magic spell, the golem must succeed on a Constitution saving throw against the Windfall (Recharge 6). The golem beats its wings, caster's spell save DC or lose its flying speed for 1 stirring a mighty downdraft with its magical minute. If the golem is airborne when it loses its flying suspension. Each creature within a 15-foot-radius speed, it falls to the ground. sphere centred on the golem must make a DC 19 Strength saving throw, taking 36 (8d8) thunder Berserk. Whenever the golem starts its turn with 90 hit damage and being knocked prone on a failed save, or points or fewer, roll a d6. On a 6, the golem goes taking half as much damage on a successful one. 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. Sample file

Not for resale. Permission granted to print or photocopy this document for personal use only. 6