Golem, Windvane

Family: Golems

Tiny construct, lawful neutral

Armor Class 19 (natural armor)
Hit Points 10 (3d4 + 3)
Speed 30 ft., fly 30 ft.

6 (-2) 14 (+2) 13 (+1) 10 (+0) 14 (+2) 5 (-3)

Skills Perception +4, Survival +4
Damage Immunities lightning, thunder
Damage Resistances piercing and slashing from non-magical attacks
Damage Immunities exhaustion, petrified, poisoned
Senses passive Perception 12
Languages Common
Challenge 1 (200 XP)


  • Constructed Nature. The golem doesn’t require air, food, drink, or sleep.
  • Familiar. With the GM’s permission, a caster of 3rd level or higher can use the find familiar spell to summon this creature.
  • 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.
  • Magic Weapons. The golem’s weapon attacks are magical.


  • Multiattack. The windvane golem makes two attacks: one with its beak and one with its claws.
  • Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  • Crow. At dawn, the windvane golem crows, audible within 300 feet of it. It crows for 1d4 of the windvane golem’s turns afterward.
  • Predict Weather. The windvane golem can predict the weather within 2 square miles for the next 24 hours.


This large reddish fowl is in the shape of an iron rooster.

Windvane golems are animated by lightning. They wake their allies in the morning, can tell which way the wind blows, and are only too happy to fall upon the heads of enemies.

True Friends. Windvane golems are surprisingly loyal and quite aggressive. They have a terrible habit of crowing at dawn. They are also very proud. Windvane golems who are given names will gleefully call themselves by it every chance they get, and take their assigned tasks very seriously with a single-minded tenacity.

Tireless Scouts. Windvane golems make excellent scouts. Their ability to predict and navigate any weather condition makes them particularly well-suited for inhospitable environments, and the fact that they never need to eat or sleep means they can keep watch around the clock.

Section 15: Copyright Notice

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

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