Golem, Medicine

Family: Golems

Small construct, neutral good

Armor Class 15 (natural armor)
Hit Points 18 (4d6 + 8)
Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 16 (+3) 16 (+3) 10 (+0)

Skills Arcana +5, History +5, Nature +5, Medicine +5, Perception +5
Damage Vulnerabilities fire
Damage Immunities poison
Damage Immunities petrified, poisoned
Senses passive Perception 15
Languages Common
Challenge 3 (700 XP)

SPECIAL TRAITS

  • Constructed Nature. The golem doesn’t require air, food, drink, or sleep.
  • Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The golem’s weapon attacks are magical.

ACTIONS

  • Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.
  • Medicinal Salve (3/Day). The medicine golem produces a salve and touches one creature. The target receives one of the following magical benefits of its choice:
    • Healing. The target heals 2d4 + 2 hit points.
    • Inspiration. The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it 3 times.
    • Resilience. The target gains 2d6 + 3 temporary hit points.
    • Hurl Concoction. The medicine golem uses one of the following options (roll a d4 or choose one); the golem can use each one no more than once per day:
  1. Acid. The golem hurls a flask of acid. Ranged Weapon Attack: +6 to hit, range 5/20 ft., one target. Hit: 7 (2d6) acid damage.
  2. Alchemist’s fire. The golem throws a flask of alchemist’s fire. Ranged Weapon Attack: +6 to hit, range 5/20 ft., one target. Hit: 2 (1d4) fire damage at the start of each of the target’s turns. A creature can end this damage by using its action to make a DC 24 Dexterity check to extinguish the flames.
  3. Smoke Bomb. The golem hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of the golem’s next turn.
  4. Grease. The golem hurls a flask of grease up to 20 feet away. The flask explodes on impact, creating a 10-foot square area of difficult terrain. When the grease appears, each creature standing in its area must succeed on a DC 14 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. Water disperses the grease, which otherwise remains until the end of the golem’s next turn.

ABOUT

This wooden humanoid has a cabinet in its chest filled with a variety of potions and medicines.

Medicine golems are formed as a result of a curse, usually by transitioning the consciousness of someone who was an expert in medicinal or herbal techniques into a wooden statue. This results in their wooden form, with a medicine cabinet in their torso. In theory, medicine golems are quite helpful in the battlefield by administering to the wooden; in practice, they aren’t needed very much in Faerie because few get sick. Creators of these helpful golems are known to switch out their salves and concoctions with potions already in their possession.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

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