I see you reduced the duration of the dispel, but it's still a long time for a golem to be helpless. And the increase in acid damage is abusable as written, even 1 point of damage from a splash of acid would trigger a massive increase in damage. Taken together, a wizard could cast dispel magic and take out the sand golem for almost 10 rounds on average, while the fighter uses full attacks with a weapon that has energy damage and another person drips acid on the pile of sand until it melts away. The 1d4 round duration of dispel magic is plenty, and +50% damage is the standard for elemental weaknesses.Aleolus said:A Dispel Magic or similar spell causes the Sand Golem to collapse into a pile of inert sand for as long as the effect lasts and 2d4 rounds afterwards. While a pile of sand, they are considered prone, helpless, and stunned, while their damage reduction changes from DR 10/bludgeoning to DR 20/-.
Vulnerability: Whenever a Sand Golem takes damage from a nonmagical Acid attack, it takes an additional 2d6 damage.
Otherwise it looks good... I'd comment on CR or whatnot but I've never been any good at that sort of thing

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