Golems are big, expensive, and dangerous, prone to berserker rages and turning on their masters - hardly suited to the needs of many conjurers. Enter the lesser golem - far less powerful, but far more intelligent and stable. Of course, lesser golems are not without their own risks. Their greater intelligence makes them more likely to question orders and develop morals, which may not be in their masters' interests. Lesser Golems that escape or overthrow their masters find themselves aimless, though; built to serve, they wander until they find a new cause or individual to serve that meets their standards. For more information on golems, please refer to the Monster Manual.
Lesser Golem Ability Score Increase: Your Strength increases by 2 and your Constitution increases by 1.
Age: Most Lesser Golems have intelligence equal to an adult human, though many are somewhat stunted emotionally. The magic which animates Lesser Golems is generally effective for about 250 years, though much longer-lived examples are known to exist.
Alignment: Most Lesser Golems are True Neutral, only acting in service of their creators or masters. Those who are freed from their control do not tend toward any particular alignment.
Size: Most Lesser Golems stand between 6 and 8 feet tall, though some are built smaller. Your size is Small or Medium.
Speed: 30 ft.
Languages: You can speak, read, and write Common and one other language spoken by your creator or master.
Darkvision:Created to function at night as well as in daylight, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Construct: Your creature type is construct rather than humanoid. However, because you are animated by a living elemental spirit, you can recover hit points from healing magic and potions as though you were a humanoid. As a construct, you gain the following traits:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don’t need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Sentry's Rest: When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Immutable Form: You have advantage on saving throws against spells or other effects that that would alter your form.
Materia: There are four primary kinds of lesser golem. Choose one of the following Materia:
Clay Golem Acid Resistance: You are resistant to acid damage.
Empathic Sense: You know the spell sense emotions, and can cast it once per short or long rest. When you reach 5th level, you can cast the spell detect thoughts once per long rest. Wisdom is your spellcasting ability for these spells.
Haste: As an action, you can enter a frenzied state. While in this state, you magically gain +2 to your AC, have advantage on Dexterity saving throws, and can make an unarmed strike as a bonus action when you take the attack action on your turn. This ability lasts until the end of your next turn. Once you use this ability, you cannot do so again until you finish a long rest.
Flesh Golem Lightning Resistance: You are resistant to lightning damage.
Surgical Savant: You are proficient in Medicine. In addition, when you make a Medicine check relating to surgery, you can add double your normal proficiency bonus.
Rampage: When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack.
Iron Golem Fire Resistance: You are resistant to fire damage.
Poison Breath: As an action, you can exhale poisonous gas in a 15-foot cone. Each creature in that area must make a Constitution saving throw (DC 8 + your Constitution modifier + your Proficiency bonus). A creature takes 2d6 poison damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.
Natural Armour: Due to your bulk and metallic body, you are ill-suited to wearing armor. Your metal body provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
Stone Golem Psychic Resistance: You are resistant to psychic damage.
Slow: When you hit a creature with an attack, you can use your reaction to force them to make a Constitution saving throw (DC 8 + your Constitution modifier). On a failure, the target's speed is halved and they cannot use reactions until the end of your next turn. You can use this ability once per short or long rest.
Natural Armour: Due to your bulky stone body, you are ill-suited to wearing armor. Your stone body provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.