Primordial Golems

These Golems are made of natural materials; Flesh, Bone, Plants, Stone, Shells, Fungi, Ooze, and some are even made of Metal. While some Golems are made of singular materials, a fair number are made of a mixture. Within the Primordial Golems there are many subsets of common traits.

ELEMENTALS

There are those whose bodies are composed of stone known as Elementals, typically there is some symbiotic plant-life living on their rocky bodies, the level of symbiosis ranges. While common for elementals to be short and stocky, their bodies can grow quite large, rivalling the larger Giantkin.

Choose one of the following Options.

  • A group of earth elementals with a squat body and thick limbs. They typically looks like a large stone face with stocky arms and legs made of earth and stone. They have mosses and plants growing out of their head and face that is similar to hair

    Earthen Form. You can move across difficult terrain made of stone, earth without expending extra movement.

    Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

    Merge with Stone. You can cast the pass without trace spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. When creating your character, choose a stat other than Dexterity or Strength as your spellcasting ability for this spell.

  • An ancient species of Plant elementals. At first glance their appearance is short and diminutive, but the manner of their plant-like limbs is to coil and compress until they extend in an elastic-like manner. They have skin similar to tree-bark and hair like leaves or flower petals.

    Elastic Nimbleness. You can move through the space of any creature that is of a size larger than yours and you can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

    Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

    Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

GIANTKIN

There are large humanoid figures known as Giantkin, their size ranges, but their bodies are typically composed of a composite of flesh and plant matter, though there is a subset who have bodies made of metal.


Choose one of the following Options.

  • A species made of both plant and flesh. They have a maw filled with root-like tusks. Their skin is like that of a rose stem, smooth but covered in thorns.

    Thorny Rebuke. When you take damage from a creature within 5ft of you, you can use your reaction to make an unarmed strike with the thorns on your body against that creature. Once you use this trait, you can't do so again until you finish a short or long rest. Attack Roll: Strength or Dexterity + Proficiency. Damage Roll: 1d4+ Strength or Dexterity Piercing Damage

    Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, without the need for a running start.

    Spider Climb. You have a climbing speed equal to your walking speed.

  • Similar to the Torane Chantha, the Badadug are a composite of flesh and plant-life. Their flesh is soft and malleable, surrounding a skeleton of dense branch-like bones. They typically have antlers that look like branches. The Badadug typically have a wider frame and thicker limbs.

    Regeneration. When you receive healing and any of the die for the roll result in a 1 or 2 on you(or the healer) can reroll the die and must use the new roll.

    Cannibalistic Might. After consuming at least 1lb. of flesh from an intelligent creature you have advantage on saving throws against spells and other magical effects. This effect lasts for 1d6 days.

    Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

  • A mutation of the Torane Chantha created in the Autumn Empire centuries ago. Part Torane Chantha, part Aberration. The Chantha Nova seem like they were intentionally designed to be warriors. Their skin is a bright fluorescent yellow and their blood a deep blue. They have quills hidden under their skin and their jaw splits open when they spit venom.

    Venomous Quills. When you take damage from a creature within 15ft of you, you can use your reaction to make an unarmed strike with the thorns on your body against that creature. Once you use this trait, you can't do so again until you finish a short or long rest. Attack Roll: Dexterity + Proficiency. Damage Roll: 1d6 Poison Damage. Effect: If hit, the target must make a Constitution Saving Throw or be Poisoned for 1 hour.

    Acidic Maw. Your maw filled with acidic saliva and is a natural weapon, which you can use to make unarmed strikes. The range of this attack is 15ft as you can bite or spit acid. Attack Roll: Strength or Dexterity + Proficiency Damage Roll: 2d6 Acid Damage.

    Aggressive. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.


FLESH GOLEMS

There are nature spirits who have found the graves of beasts and men from ages past. Inhabiting the fossilised bones and desiccated flesh, they became Flesh Golems. Humanoid bodies of flesh and bone but with the horns, hooves, tails, and snouts of beasts. Though there are the rare Flesh Golems that have taken on an imperfect form of humans, an extinct species.

Choose one of the following Options.

  • With humanoid forms and the features of mammals, the Maom take on the classical visage of Demons and Devils. Horns, hooves, tails, some even with bat-like wings. Their flesh looks as though it was flayed and their blood burns so hot steam occasionally comes off their body.

    Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest.

    Natural Weapons. You possess some form of natural melee weapons, whether they be tusks, fangs, horns, hooves, etc etc. You can use these natural weapons to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

    Hotblooded Endurance. You can actively raise the temperature of your blood temperature to the point of releasing steam and briefly refreshing you. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

  • Flesh Golems with a more humanoid form. They have rough skin like rhinos or elephants, but can also have skin that appears like flayed flesh.

    The Kadak have a history related to fighting the Xonzuzaen who used to be wicked Sorcerer Kings and ruled the Raeo Vaso Empire. Their victory over their magical masters resulted in the founding of the now ruined Gordian Union.

    Abused by the Arcane. You have advantage on saving throws against magical effects.

    Tireless. Whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

    Rough Skin. You have tough, thick skin. When you aren't wearing armor, your base AC is 13 + Constitution 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.

  • Flesh Golems with a more humanoid form. Related to the Kadak, but their skin is made of an layer of smooth porcelain-like plates.

    The Xonzuzaen have a history related to ruling over the Kadak as Sorcerer Kings as they ruled the Raeo Vaso Empire. The Kadak rose up and crushed the Raeo Vaso Empire resulting in the fall and diminishment of the Xonzuzaen.

    Arcane Blood. Once between Short Rests you can cast the Absorb Elements and Detect Magic Spells.

    Interlocking Plates. You can interlock the porcelain-like plates covering your body. Until you disconnect these plates, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While interlocked, you are considered restrained, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to disconnect your plates.

    Sorcerous Heritage. You can choose two cantrips and one 1-st level spell (which you can cast once between Long Rests) from the Sorcerer Spell-list. You can use Intelligence, Wisdom, or Charisma as your spellcasting modifier.

HUSKS

Some Golems have the appearance of insect-like humanoids, many taking the forms of Beetles and Mantids, and they are known as Husks.

Thaerrathas is beset by Aberrations and over the ages they’ve rampaged across the world and brought it to ruin. But even discarded shells of Aberrations, insectoid in nature, act as vessels to the nature spirits.

Choose one of the following Options.

  • Insectoid humanoids with a form that looks almost hollow in the right light. A series of shells and carapaces of Fey Insects and Aberrations held together by a spirit.

    Chameleon Carapace. While you aren't wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.

    As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.

    Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.

    Torpor. You do not require sleep and can remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.

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