Golem, Butler

Family: Golems

Medium construct, unaligned

Armor Class 14 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 40 ft.

16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 16 (+3)

Skills Insight +3, Perception +3, Persuasion +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common, plus all the languages of its creator
Challenge 3 (700 XP)


  • 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.
  • Residence Bond. The golem is bonded to a residence, and has advantage on all ability checks while within its bonded residence. It cannot willingly leave the residence; it can only be directed to leave by the residence’s master, and only to accomplish specific tasks. Once the task is complete, or if the golem believes the task to be impossible to complete, it returns to the residence.


  • Disarming Charms. The golem chooses one creature within 30 feet that it can see, using magic-infused words to beseech it to calm down. The target must attempt a DC 13 Wisdom saving throw, becoming charmed for 1 minute on a failure. While charmed, the creature is incapable of attacking or harming any person or object within the golem’s residence, and believes the golem is a dear friend. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success. This effect also ends if the target takes damage from the butler golem.
  • Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Section 15: Copyright Notice

Total Party Kill Handbook - Volume 1 2019 © 2CGaming, LLC. Author Steven Gordon

This is not the complete section 15 entry - see the full license for this page