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Jun 22nd, 2018
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  1. Half-Golem Traits[edit]
  2. "Charm Person!" <-Famous last words.
  3. Ability Score Increase. +1 constitution
  4. Age. You age at the same rate as a human, but you can live as long as 200 years.
  5. Alignment. Half-Golems are always neutral like any other golems.
  6. Size. Your size is that of a human, so your size is medium.
  7. Speed. Your base walking speed is 25 feet.
  8. Golem Brain. Your brain is that of a golem's. You have advantage on saving throws against being charmed.
  9. Golem Body. Your human body is augmented with golem parts. You have resistance to poison damage, and have advantage on constitution saving throws.
  10. Golem Slowness. Your Golem parts compel you to move slowly. You cannot take the dash action during your turn. Also, if you take the Disengage action, you may only move 5ft afterwards.
  11. Golem Balance. Your golem parts allow you better sense and control your movements, as well as allowing you to handle long falls better. You have advantage on saving throws against falling prone, and resistance to falling damage. Also, you do not need to use any of your movement to stand up if you are prone.
  12. Construct Type. You are not a humanoid, you are instead a Construct. Unlike other constructs, you can be targeted with spells that bring you back to life or heal you.
  13. Slam. You can use the extra weight of your golem parts as a weapon to attack a given target. This attack does 1d10 plus your strength modifier bludgeoning damage. After you use this feature, you can't use it again until you complete a short or long rest.
  14. Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and 30 feet in darkness as if it was dim light. You cannot discern colors in darkness, only shades of grey.
  15. Languages. You can speak, read, and write common and one other language of your choice, usually that of your creator.
  16. Subrace. Pick one of these subraces to be what material makes up your Golem parts: Clay, Stone, or Iron.
  17. Iron Half-Golem
  18. Ability Score Increase. +1 Strength
  19. Iron Golem Shield Arm. You can lead with the iron half of your body allowing you to use it as a shield. You gain +2 to AC.
  20. Iron Golem Poison Gas. Once per day, you can fire a cloud of poison gas, harming any in its way. When used, the cloud of gas starts as a 30' line from your position and at the top of the round for every round after it advances 5 feet in all directions. A non-undead or construct that starts or ends its turn in the poison gas must make a DC 13 Constitution saving throw or take 3d6 poison da
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