Card Golem (5e Creature)

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Card Golem[edit]

Tiny construct, unaligned


Armor Class 13
Hit Points 4 (2d4)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 1 (-5) 10 (+0) 1 (-5)

Saving Throws Dex +5, Wis +2
Skills Stealth +7
Damage Vulnerabilities fire
Damage Resistances bludgeoning, cold, thunder
Damage Immunities necrotic, poison, psychic
Condition Immunities charmed, frightened, poisoned
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10,
Languages understands Common but can't speak
Challenge 1/4 (50 XP)


False Appearance. While the card golem remains motionless, it is indistinguishable from a pile of cards.

Undersized: A card golem is small enough that it fits through holes as small as 6" wide.

ACTIONS

Card Slice. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.

Card Throw. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage


The deck flows into a vaguely humanoid shape and starts launching cards that flow into its hand from somewhere.

Card golems are perhaps the weakest of all golems, but they are perfect for surveillance. They are only significantly deadly in hordes or when unseen.

Variants

  • Poisoned:
    • all attacks deal an additional 1d4 poison damage. CR 1/2
  • Deck of Many Things:
    • each throw attack forces the effect of a random deck of many things card on the target. CR 12
    • Created by an extremely unwise archmages,

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