Support the Troops in Your 5E D&D War with the Armory Golem
A while ago we covered D&D Ideas — Shields and I tossed out the idea of an Armory Golem. It is time I make good on my promise to create this new creature to share with you for your fifth edition Dungeons & Dragons games.
Muster the most elite units of fantasy soldiers
Armory Golems are typically made by wealthy kingdoms preparing for or already engaged in war. These huge creatures are incredibly powerful and provide tremendous value to those going to war since they need neither eat nor sleep. They cannot provide much function out of combat besides moving and carrying things but these alone can make them worthwhile.
The shining use for an Armory Golem and the bulk of their creation cost is that when fully made they comprise 50 +1 weapons and 50 +1 shields. This makes arming an elite unit so much easier and with superior weapons to boot. Armory golems can store even more weapons and shields than the 50 of each but this is the minimum to activate the magic of such creatures.
An Armory Golem comes with a control ring kept either in possession of a trusted general or commander of an army or unit. Armies capable of affording such a high price rarely fail to win the day but on such occasions the cunning seek control of the ring so they may command the golems fealty and with it all the magical weaponry.
Armory Golem
Large Construct, Unaligned
Armor Class 18 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 20 ft.
- Strength 20 (+5)
- Dexterity 10 (+0)
- Constitution 18 (+4)
- Intelligence 3 (-4)
- Wisdom 8 (-1)
- Charisma 1 (-5)
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., passive Perception 9
Languages Understands the languages of its creator but can’t speak
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
Controlled. The golem follows exact orders as given to it by the command ring. It follows the last order it was given to the best of its ability if the control ring is more than 300 feet away from the golem.
Actions
Multiattack. The golem makes two Slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 +5) bludgeoning damage.
Bonus Actions
Armament. The golem targets up to 3 creatures within 30 feet of it. If the golem still has any shields or weapons, up to three items are magically teleported into the targeted creatures waiting hands.
Enhance (Recharge 4-6). The golem targets 1 creature within 60 feet. Up to three weapons or armor on targeted creatures become +1 items for 10 minutes (1 weapon, 1 shield, 1 armor or any combination).
Golem Control Ring
Wondrous item, rare (requires attunement)
An Armory Golem Control Ring is an unobtrusive single band of gold or silver with the magical designation of the golem inscribed on the inside of the band. Mental commands are given to a golem so long as you are within 300 feet of the golem (no action required).
I see this golem costing 80,000 gp to make by a spellcaster and this cost includes 50 +1 shields and 50 +1 longswords. It is up to you how you want to use such a massive pile of magical loot — or if you think I am absolutely bonkers for making something like this.
Thanks for reading. Until next time, stay nerdy!
*Featured image — Magic: The Gathering’s Armory Automaton from the Commander 2016 set looks like a fine representation of an Armory Golem. A form constructed of magic weapons and armor, which itself wields what looks like a couple of longswords, a battleaxe and even a lance! [Illustration by James Paick]
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