Sentient Golem (5e Race)
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Unlike their large hulking cousins, these living statues are indistinguishable from humans, at least by appearance. Unlike humans, they don't breathe, don't need to blink and when they don't move, they are unnaturally still.
Most clay golems are known as slow, large hulking figures of mindless obedience and the potential for destruction. The process of creating a clay golem revolves around making a body and infusing it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. They are used as guardians and laborers. However, on rare occasions, some people want more than a mindless emotionless servant. Some people want someone more intelligent, or they want to replace a lost one, or even for nefarious reasons. Whatever the reason, they are willing to create, or hire someone who can; a special golem that is made using a more forbidden art, and use the dead to fill what clay can not replace (namely: eyes, hair, teeth and nails), and use a ritual that combines the elemental spirit with a higher, more intelligent being. The result is a golem, that looks like a human, can speak and think for itself, but is still a blindly obedient servant that possesses a tremendous amount of strength.
As they are made to serve, golems want nothing more than to fulfill their masters commands and wishes. And they do so without question or doubt. Their master is the one who awoken them, not necessarily the one who created them. They can't think ill of their master and feel a need to act and acquire a task to accomplish.
Sentient Golem Names
Golems will not usually adopt a name by themselves, as they do not feel the need for one. They might either receive one from their master or from anyone else that is willing to name them. As they resemble a human, they are most likely to have a human name.
Optional Rule: Left Without a Master
Sentient Golem Traits
Ability Score Increase. Your Strength score increases by 3 and your Constitution score increases by 1, while your Dexterity score deceases by 1. As normal, you can't increase an ability score above 20 using this feature.
Age. As a constructed being, you do not age and will not die of old age. You are immune to magical aging effects.
Alignment. Golems are normally neutral in alignment.
Size. As they were made to emulate humans, golems are on the high range of human height, ranging from 5 to 6 feet tall. They weigh more than they look, averaging on 250 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your swimming speed is 0 as you are too heavy to gain any buoyancy.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Constructed Nature. You were created and formed from clay and then animated and as such, you are a living statue.
- Your creature type is considered to be construct.
- You have advantage on saving throws against being poisoned, and you have resistance to poison and acid damage.
- You don't need to eat, drink or breathe.
- You are immune to diseases.
- You don't need to sleep, and magic can't put you to sleep.
- You can't feel pain.
Earthen Body. Your body is made of clay and as such, is more durable. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Built for Labor. You count as one size larger when determining your carrying capacity and the weight you can push or drag.
Mindless Task. When you take a long rest, you must spend at least six hours in an automatic mode, in which you can preform menial tasks that do not require thinking, such as: cleaning, digging, sewing, cooking etc; you don't have to do anything in that time period and can stay motionless as if sleeping. In this state, you are not sleeping and you are not unconscious, but you are not awake either. You can see and hear as normal.
Beserk. Whenever you are starting your turn with 30% of your maximum hit points or less, you must succeed a DC 10 Wisdom saving throw or go beserk. While beserk, you must use a melee attack on the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than you. At the end of your turn while beserking, you roll a DC 10 Wisdom saving throw again to stop beserking. The DC goes up by 5 for every additional 10% lost. (So DC 10 while at 30% and DC 20 while at 10%). You automatically stop beserking if your at above 30% of your maximum hit points.
Languages. You can speak, read, and write in one language that you master can understand.
Random Height and Weight
|5′ 0″||+2d10||170 lb.||× (2d8) lb.|
*Height = base height + height modifier