Sand Golem (5e Creature)

Sand Golem

Medium construct, unaligned


Armor Class 12 (natural armour)
Hit Points 75 (10d8 + 30)
Speed 30 ft., burrow 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 7 (-2) 8 (-1) 5 (-3)

Saving Throws Con +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 and Primordial but can't speak
Challenge 3 (700 XP)


Berserk. Whenever the golem starts its turn with 40 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.

Fire Susceptibility. Each time the golem takes fire damage it must make a Constitution saving throw with a DC equal to 5 + the damage taken. If it fails three of these saving throws the sand turns to glass and sand golem becomes petrified. After this it becomes vulnerable to bludgeoning damage.

Thunder Susceptibility. Each time the golem takes thunder damage it must make a Constitution saving throw with a DC equal to 5 + the damage taken. If it fails this saving throw, sand gets blown off of its body, and it shrinks by one size category.

Water Susceptibility. For every 5 feet the golem moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Sand Rejuvenation. As long as the golem is in physical contact with a large quantity of sand it regains 10 hit points at the start of each of its turns by absorbing sand into its body.

ACTIONS

Multiattack. The golem makes two melee attacks. If both attacks hit a creature that is one size category smaller than the golem or smaller, the creature is grappled (escape DC 13), and the golem uses its Smother on it.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Smother. The golem smothers a Medium or smaller creature grappled by it. The smothered target is restrained, blinded, and unable to breathe, and it must succeed on a DC 13 Constitution saving throw at the start of each of the golem's turns or take 10 (2d6 + 3) bludgeoning damage. If the golem moves, the smothered target moves with it. The golem can have only one creature smothered at a time.

Enlarge (Recharge 6). As long as the golem is in physical contact with a large quantity of sand it can grow, as though the "enlarge" effect of the enlarge/reduce spell was used on it, absorbing sand into its body. It also gains 6 temporary hit points each time it enlarges, but loses these temporary hit points if it still has them when it shrinks.


Commonly made by desert-dwelling spellcasters, sand golems are capable of trapping smaller creatures within their sandy bodies, and of absorbing sand into their bodies to grow larger or to repair damage.

Constructed Nature. A sand golem doesn't require air, food, drink, or sleep.

Creating a Sand Golem

Time Cost Manual Rarity
X0 daysX0,000 gpVery rare

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