Manual of Golems 5e
Wondrous Item, very rare
This tome contains information and incantations necessary to make a particular type of golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a Manual of Golems and attempts to read it takes 6d6 psychic damage.
Manual of Golems Type Table
d20 | Golem | Time | Cost |
---|---|---|---|
1-5 | Manual of Clay Golems | 30 days | 65,000 GP |
6-17 | Manual of Flesh Golems | 60 days | 50,000 GP |
18 | Manual of Iron Golems | 120 days | 100,000 GP |
19-20 | Manual of Stone Golems | 90 days | 80,000 GP |
To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.
Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Commentary by Sam West, Twitter: @CrierKobold
I’m confident my Differential Equations textbook had to be a Manual of Golems; I didn’t have the slots, and my brain sure hurt afterward. If you do have the slots, though, the Manual of Golems can be a massive benefit that enables you to create your very own Golem!
A character likely will only majorly benefit from one of these manuals given ample downtime between sessions; several months are required to most of them, making them impossible to get over the course of most adventures.
Golems each have their own unique quirks and perks.
Iron Golems are the highest CR of the bunch; they have built-in multi-attack that hits for 20 damage a swing, a 15 ft 45 poison damage breath weapon, immunities to six kinds of damage, immunity to six conditions, and the ability to heal when taking fire damage.
Stone are the second highest CR; their defining ability is a recharging Slow with a set DC of 17.
Flesh Golems can go Berserk and turn on you if you’re too close to it; they also can absorb lightning damage.
Clay Golems similarly can lose it and go Berserk on you, absorb acid damage, and can Haste itself for two turns as an action.
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