Companion Golems

Negflar2099

Explorer
I don't know if I'm the only one (probably not) but when I saw the companion rules in the DMG 2 the first thing I thought of was, neat now I can let my players build that golem sidekick they've always wanted.

Looking over the companion rules made me realize that for this to be practical some changes to the standard golems are in order, but I'm convinced that those changes are small enough that they don't distract from the idea of having a golem for a pet.

To that end I've done up three of the golems types using the companion rules. I've also added the shield guardian. Generally speaking in order to make these work as companions I've had to change a few things about the golems. For one thing all of these golems are medium in size (and thus lack the reach ability common to large creatures). This was done at the suggestion of the companion rules which advise against having large companions that may crowd out the PC's. I've also eliminated or greatly reduced powers that I thought would make the companion outshine PCs of that level.

My basic idea is that when the PCs reach the appropriate level (basically the same level as the golem they are attempting to build) they can perform the appropriate ritual and now they have a brand new golem companion to go on adventures with them.

Here they are. Let me know what you think.

Flesh Golem Companion Level 12 Defender
Medium natural animate XP --
Initiative +4 Senses Perception +5; darkvision
HP 103; Bloodied 51
AC 29; Fortitude 27; Reflex 23; Will 25
Speed 6, can’t shift
Healing Surges 15
m Slam (standard; at-will)
+16 vs AC; +18 while bloodied; 1d8 + 11 damage, and the target is marked until the end of the flesh golem’s next turn
M Double Attack (standard; at-will)
The flesh golem makes two slam attacks.
M Berserk Attack (immediate reaction, when damaged by an attack while bloodied; at-will)
The flesh golem makes a slam attack against a random target within its reach.
M Golem Rampage (standard; ecounter)
The flesh golem moves up to its speed plus 2 and can move through enemies’ spaces, provoking opportunity attacks as normal. When it enters a creature’s space (ally or enemy), the golem makes a slam attack against that creature. The golem must end its rampage in an unoccupied space.
Alignment Unaligned Languages —
Str 20 (+11) Dex 7 (+4) Wis 8 (+5)
Con 22 (+12) Int 3 (+2) Cha 3 (+2)


Shield Guardian Companion Level 14 Defender
Medium natural animate XP --
Initiative +9 Senses Perception +15; darkvision
HP 111; Bloodied 55
AC 31; Fortitude 29; Reflex 25; Will 27
Immune charm; disease; fear; poison; sleep
Speed 6
Healing Surges 13
m Slam (standard; at-will)
+18 vs AC; 1d6 + 14 damage and the target is marked until the end of the shield guardian’s next turn
Alignment Unaligned Languages —
Str 24 (+14) Dex 10 (+7) Wis 16 (+10)
Con 18 (+11) Int 7 (+5) Cha 9 (+6)


Clay Golem Companion Level 15 Striker
Medium natural animate XP ---
Initiative +9 Senses Perception +11; darkvision
HP 106; Bloodied 53
AC 30; Fortitude 30; Reflex 26; Will 28
Immune disease; poison; sleep
Saving Throws +2
Speed 6
Healing Surges 13
m Slam (standard; at-will)
+19 vs AC; 1d8 + 14 damage
M Clay Smash (standard; at-will)
The clay golem makes two slam attacks, each against a different target
M Berserk Attack (immediate reaction, when the clay golem is damaged by an attack while bloodied; at-will)
The golem makes a slam attack against a creature adjacent to it
Sudden Strike
Once per round the clay golem can deal 2d6 extra damage when it hits an enemy it has combat advantage against
Unstoppable (move; encounter)
The clay golem moves 8 squares and can move through enemies’ spaces. Opportunity attacks against the golem triggered by this movement take a –10 penalty to damage rolls.
Alignment Unaligned Languages —
Str 26 (+15) Dex 14 (+9) Wis 18 (+11)
Con 24 (+14) Int 3 (+3) Cha 3 (+3)


Iron Golem Companion Level 20 Defender
Medium natural animate XP ---
Initiative +14 Senses Perception +10; darkvision
HP 154; Bloodied 77
AC 37; Fortitude 35; Reflex 33; Will 31
Immune disease; poison; sleep
Saving Throws +2
Speed 6
Healing Surges 16
m Iron Blade (standard; at-will)
+24 vs AC; 1d10 + 18 damage, and the target is marked until the end of the iron golem’s next turn
M Cleave (standard; at-will)
The iron golem makes two iron blade attacks, each against a different target
M Dazing Fist (immediate interrupt, when an adjacent creature marked by the iron golem moves or shifts; at-will)
targets the triggering creature; +24 vs Fortitude; the target is dazed until the end of the iron golem’s next turn
C Breath Weapon (standard; encounter) Poison
Close blast 3; +24 vs Fortitude; 1d8 + 9 poison damage
Alignment Unaligned Languages —
Str 27 (+18) Dex 15 (+12) Wis 11 (+10)
Con 25 (+17) Int 3 (+6) Cha 3 (+6)
Equipment Longsword
 

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I'm not a numbers guy, so I can't speak for the balance of them or anything, but I love the idea - very cool ;)

My group is down to three people right now, and there is an Artificer who is all about building things... might be something for me to keep in mind.

Thanks for sharing!
 

Yeah, this to me seems the best way to go. There was a LONG debate about exactly this topic on the WotC board quite a while back and I essentially suggested pretty close to the same solution, though not in quite as much detail. There were a few differences though. The main one being that healing the construct required an expenditure of residuum/ritual components. As I recall the reasoning was to discourage overuse situations where a PC would build a whole menagerie of constructs. Healing need not be expensive, it just puts a cap on the number of constructs you can afford to keep around.

Anyway, its hard to say exactly how good your stat blocks are without playing them but they don't seem out of line. I think if they fall within the guidelines for CCs they should be at least close to reasonable. Its a good solid concept in any case.
 

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