Golem Overlord (3.5e Monster)

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Author: Aarnott (talk)
Date Created: 9 August 2011 18:24 (UTC)
Status: In Progress
Editing: Clarity edits only please
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Stf135 bosh.jpg
A golem overlord getting ready to throw stuff at you.


This monster is balanced to fit in a high level of balance game. I have taken the liberty of not using the standard D&D rules for determining various statistics for this monster. As a result, it may seem a bit stronger (or weaker) than some SRD monsters of the same CR and that is fine. I think it will pose an appropriate challenge for characters of its CR.

Golem Overlord[edit]

Golem Overlord

CR 16

LN Gargantuan Construct
Init/Senses +2/Arcane sight (250 ft. instead), Darkvision 250 ft., low-light vision; Listen +14, Spot +14
AC 41, touch 27, flat-footed 39; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
(-4 Size, +2 Dex, +19 deflection, +6 natural, +8 armor)
hp 780 (14 HD); DR 20/Adamantine, DR 5/—
Immune Mind-effecting abilities, poison, sleep effects, paralysis, stunning, disease, death, necromancy effects, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Resist All magical and elemental damage 5
Fort/Ref/Will +22/+18/+19
Speed 30 ft. (6 squares)
Melee +35/+30 Slam (4d6+10/x3 plus powerful slam)
Space/Reach 20ft./20ft.
Base Atk/Grp +10/+32
Abilities Str 30, Dex 15, Con —, Int 30, Wis 18, Cha 12
Skills All knowledge skills +30, All craft skills +30
Aura of Animation (Su) At the start of each of its turns, a Golem overlord animates objects similar to the Animate Objects spell. It can control a maximum equivalent small objects equal to its HD + 2, but otherwise can maintain animation or release animation of any object within 1000 ft. at its leisure. Any animated object that moves outside this range is no longer animated by the aura.
Throw Object (Ex) The golem overlord can throw an object within its reach at an enemy within 250 ft., dealing damage based on the object's size. The golem must succeed at a ranged attack roll with a +35 bonus to hit (+30 for a second attack, +25 for a third attack, etc.). Note that the number of attacks it can make per round is still limited by its BAB and actions. See below for the action required and damage amount.
  • A gargantuan object deals 20d6 damage and requires 1 round to use this ability. If the golem is dealt damage during this time, it must make a Strength ability check DC 10 + one fifth the damage dealt or drop the object on itself dealing 10d6 damage to the golem and object.
  • A huge object requires a full-round action and deals 15d6 damage if it hits.
  • A large object requires a standard action and deals 12d6 damage if it hits.
  • A medium object requires a attack action and deals 6d6 damage if it hits.
  • A small object requires a swift action and deals 2d6 damage if it hits.

The object always takes an equal amount of damage that would have been dealt on impact. Any object that is not very dense (such as a ball of fluff or a ball of linen sheets) will deal either no damage or 1 damage per 1d6 that would have been dealt, up to the DM's discretion.

If a golem overlord throws an animated object, the object may make a free attack against the target.

Powerful Slam (Ex) The golem overlord's slam attacks allow it to make a size-modified strength check against the opponent it hits for a total of +22 to the check. The opponent may add any stability bonuses (such as +4 for being quadrupedal) or size bonuses to their roll. For every 2 points the golem beats its opponent by on the check, the opponent is pushed back 5 feet. This movement does not provoke attacks of opportunity.
Consume Object (Ex) As a full round action, the golem overlord can consume one of its animated objects that is smaller than itself within its reach to regain hitpoints. It regains 10 hitpoints for a small object, 20 for a medium object, 40 for a large object, or 80 for a huge object. The object counts against the aura of animation for the next 5 rounds, even though it is destroyed.

As the iron colossus stirred, all manner of objects surrounding it began to stir too; all with a single will.

A golem overlord is a powerful monster with dominion over everything that has been manufactured. Objects bend to its will and gain a supernatural ability to move and act.

The overlords themselves are guardians of The Clockwork Nirvana of Mechanus. Many of these golems are as ancient as the plane itself and were created to force law and dominion over the constructions of mortals. Sometimes these golems will find a way to the material plane and will attempt to rebuild it to be a new part of Mechanus: this generally involves destroying everything in their path and then building new structures.

These golems have an ancient wisdom and are completely sentient. They tend to drive plots to influence the agendas of whoever they might serve in Mechanus.

Strategies and Tactics[edit]

The golem overlord fights ruthlessly against opponents by animating nearby objects and either hurling them at an enemy, or sending them directly as minions. Most golem overlords surround themselves with piles of useful objects to animate, such as ropes, curtains, weapons (like spiked chains), wheelbarrows, etc.

Whenever an enemy gets too close, the golem overlord will try to make a slam attack to drive the enemy away and send in animated objects to block charges.

When it has taken a significant portion of damage, it will animate and consume nearby objects to replenish its health.

Note to DMs[edit]

This monster is designed as a solo encounter for a level 14-16 party. He's supposed to be tough to kill.


If you want to add a bit more flavor to your campaign setting and want to include these guys, this section might be useful. Of course, I'd encourage you to figure out a way that works for your campaign to use golem overlords, but below is some flavorful lore about them that I've thought up :-).

There are twelve golem overlords in existence, all of which serve the deity Nym and are called "The 12" as a group. In pictographic representations of the 12, they are shown to correspond to points on a sundial. More modern drawings show them at the various hour markers on a clock face.

The 12 have a close bond with Nym and can communicate with him telepathically. In many ways, they are the only proof that Nym really exists since he hasn't communicated with any beings for eons. The 12 have been personally taught by Nym everything they know, which is pretty much everything that can be known. There are many stories of heroes performing great deeds in order to gain a chance to consult with one of the 12.

The 12 are more than just immortal beings, they are also eternal. Even when destroyed, their spirit will return to Mechanus where Nym can recreate them over the course of 100 years. Their destruction does not come without repercussions however. In their absence, a CN counterpart of them is spawned from Limbo. This counterpart has the same capabilities as the golem overlord (ie. the same stats), but has the exact opposite motivations. Where the 12 seek to build and command, their counterparts seek to destroy and free.


Alpha is the leader of the 12, providing guidance and direction for his peers. His knowledge and foresight borders on deistic. He spends most of his time in Mechanus and is well respected by the various communities that exist on the plane. He is one of the members of the Hub of Elders, who are responsible for seeking out any non-lawful activity that needs to be corrected and sending out Inevitables to get the job done.

His principle responsibility is to stop beings from ascending to godhood. He works tirelessly to do so and has a vast intelligence network of lawful beings throughout the planes that keep him knowledgeable. He also interprets the prophecies in the Lectum of Clockwork, planning for transgressions of mortals attempting to become divine.

Omega is Alpha's chaotic counterpart. Of all the counterparts to the 12, Omega is probably the most destructive and most dangerous. He spends all his energy seeking out and assisting those that wish to become gods. He likely played a role in the ascensions of St. Cuthburt and Vecna and in doing so, threw the balance of the cosmos into disarray.


Beta is the most detached member of the 12 and seems to be emotionless. She spends most of her time wandering the planes and rarely sets foot in Mechanus, unlike the rest of the 12. In doing so, she often puts herself at risk and has been destroyed many times in the past.

Beta acts much like the Inevitables in that she will find a transgression of law and focus all of her energies to punish those responsible. Her behavior of personally hunting down transgressors of law has earned her the reputation of being the "sword" of the 12.

The chaotic counterpart of Beta, Psi, is often appreciated by denizens of other planes far more than Beta. Psi makes it her goal to help those that commit crimes in times of need. She will save the woman that stole bread to feed her family or assist the freedom fighters attempting to overthrow a corrupt government.


Gamma is the only member of the 12 with the gift to travel through time. He can follow the trail of a time traveler in the same way that a hunter can track its quarry. When a time traveler changes the past, Gamma will most likely be hot on their trail. He understands the mechanics of time travel completely and will often lure time travelers into creating a paradox that will ultimately both undo their changes and wipe them from existence.

Chi has the power to send others backward in time. It takes incredible focus on his part and he generally only manages to do this for a few individuals before Gamma is rebuilt and his time is up. Even so, it takes considerable energy for Gamma to even begin to undo Chi's damage and more often than not, the path fate takes must be reassessed and reorganized by Lambda.


TODO: Witnesses and enforces oaths


TODO: Hunts undead

Zeta/Tau, Eta/Sigma, Theta/Rho[edit]

Eta, Theta, and Zeta are the crusaders of the 12. Like Beta, they put themselves at risk by fighting their enemies directly. They don't wander like Beta, however. They instead are commanders of large forces of lawful beings in an eternal war against chaos. Their crusades lead them into Limbo, Pandemonium, the Abyss, Ysgard, and Arborea.

Eta built and commands a fortress inside Limbo called the Bastion of Order. This fortress is its own lawful demi-plane and resembles the spinning cogs of Mechanus. It has a garrison of thousands of golems of various kinds all commanded directly by Eta.

Theta and Zeta command armies of golems as well, but they tend to focus on conquering areas of land in the planes and building golem factories to bolster their armies. They have succeeded in conquering two layers of the Abyss. Ysgard has been impossible to make any progress with so far because the heroes of the realm find the golem opponents to be worthy opponents to fight.

Tau, Sigma, and Rho similarly crusade against the lawful planes although they don't lead any carefully planned assaults. Instead, they create planar tunnels between the lawful planes and the chaotic planes and let the chaotic monsters spill through and do their work.


TODO: Bounty Hunter


TODO: Hunts reality benders


Lambda is also known as an oracle. He can see the way the future is meant to play out and advises the other members of the 12 on that matter. He spends his time reflecting and understanding the Lectum of Clockwork and maintains the Library of Absolute Laws, a place that records universal laws.

Xi has only emerged once because Lambda never puts himself in danger and is well protected.


Back to Main Page3.5e HomebrewMonsters

AuthorAarnott +
Challenge Rating16 +
Identifier3.5e Monster +
NameGolem Overlord +
Rated ByHavvy +
RatingRating Pending +
SizeGargantuan +
SummaryAs the iron colossus stirred, all manner of objects surrounding it began to stir too; all with a single will. +
Test date18:24:00, 9 August 2011 +
TitleGolem Overlord +
TypeConstruct +