CLIMBING GOLEM

Description: Created by mages as an assistant to the legendary explorer Sir Sivart, the original Climbing Golem was designed to carry its owner and aid him in reaching great heights for the purposes of exploration in his old age. When he too old to adventure, he had the Golem stationed in what would be his tomb, turning the magical crystal that powers the creature into the key to access the treasure that he wished to be his legacy: his magical pair of climbing hooks. This creature has remained deactivated in the tomb of Sir Sivart since his death, a final challenge to those who would seek the explorer's treasure. The Golem was built with a unique design, foregoing the usual physical strength of most other Golems in exchange for higher dexterity. It was designed to resemble a monkey, and has a dextrous prehensile tail to aid it in climbing, as well as hands at the ends of both its arms and legs to help it traverse vertical terrain.

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CLIMBING GOLEM
Medium construct, unaligned

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HP 95 (8d10 + 50)
AC 15 (Natural Armor)
Speed 30 ft, 30 ft climbing

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STR 16 (+3) DEX 20 (+5) CON 20 (+5) INT 3 (-4) WIS 12 (+1) CHA 1 (-5)

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Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: Darkvision 60 ft, Passive Perception 11
Languages: understands the languages of its creator but cannot speak
CR 4

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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.
Spring-Loaded. The golem can jump up to 20 feet up and 20 feet in any direction.
Climbing Expert. The Climbing Golem has advantage on Dexterity Saving Throws & Skill Checks, as well as Athletics.

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ACTIONS
Shove. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 7 (1d8+3) Bludgeoning Damage. Pushes the target 5 feet away from the Climbing Golem unless they save on a Strength Saving Throw, Difficulty 15.
Grab. Forces a grapple with the Climbing Golem. It can grab opponents with its hands, feet, and tail, meaning it can even grab targets that are flanking it. Provokes grapple challenges with everyone involved. On a failed grapple check, the Climbing Golem will then throw every grappled creature 15 feet away in a single direction on its next turn.
Quick Escape. The Climbing Golem is very dexterous for a construct, and will do anything it can to get away from its attackers. It can Disengage as an Action and move 1/2 its speed away from attackers when doing so.
Automated Parry. As an Action or Reaction, the Climbing Golem can add a +3 to its AC to avoid an attack. It can do this freely 3 times; after this, it must recharge this ability each time it uses it by rolling a 5 or 6 on a d6 at the start of its turns.

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TACTICS The Climbing Golem is a creature designed to house the key to a rare artifact. It knows that this is the case, and that it must keep this key away from any outsiders who are not with its master. It is not a very physically powerful fighter, but it is very good at getting away from enemies. It will do its best to escape from attackers, jumping around the room & disengaging rather than actually fighting. It will also use the room it is in to its advantage; the room has many rings coming out of the walls about 10 feet up, which it will jump to and climb around on to avoid being attacked. Melee attackers may find themselves at a distinct disadvantage against this creature, but users of ranged attacks may also have a tough time due to its high dexterity and Dodge Action.

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Climbing Hooks of Sir Sivart

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