Half-Golem (5e Race)
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The combination of a human and a golem.
|A stone golem.|
Half-golems have an incredibly wide range of appearances due to being modified humans. The human parts of a half-golem vary the same way a normal human would. Some have their golem parts crudely bolted on with their flesh stretched over them before being roughly stitched or stapled in place. Others are more elegantly put together with their golem parts attached carefully with the human and golem parts being cleanly meshed together.
Half-golems are usually the result of a crazed golemancer or twisted mage attempting to power a golem using a living human instead of a trapped elemental spirit, though some come from more benevolent or self-driven origins. Some half-golems are unable to remember their lives before becoming a half-golem due to the intense pain and conditioning most go through during the process, however most do at least retain some semblance of their previous selves, many even remain almost completely unchanged save for the obvious bodily modifications. Due to their usually grotesque appearance, many cultures shun half-golems as freaks and abominations, though like the orcs and drow there are some who have managed to carve out a place in society despite the stigma against them.
Half-Golems have no name. What they do have is a random set of 5 or 6 letters, numbers, and symbols.
"Charm Person!" <-Famous last words.
Ability Score Increase. +2 constitution
Age. You age at the same rate as a human, but you can live as long as 200 years.
Alignment. Half-Golems are always neutral like any other golems.
Size. Your size is that of a human, so your size is medium.
Speed. Your base walking speed is 20 feet.
Golem Brain. Your brain is that of a golem's. You have advantage on saving throws against being charmed.
Golem Body. Your human body is augmented with golem parts. You have resistance to poison damage, and have advantage on constitution saving throws.
Golem Slowness. Your Golem parts compel you to move slowly. You cannot take the dash action during your turn. Also, if you take the Disengage action, you may only move 5ft afterwards.
Construct Type. You are considered a construct. Unlike other constructs, you can be targeted with spells that heal you.
Slam. You can use the extra weight of your golem parts as a weapon to attack a given target. This attack does 1d10 plus your strength modifier bludgeoning damage. After you use this feature, you can't use it again until you complete a short or long rest.
Darkvision. You can see in dim light within 60 feet of you as if it was bright light, and 30 feet in darkness as if it was dim light. You cannot discern colors in darkness, only shades of grey.
Languages. You can speak, read, and write common and one other language of your choice, usually that of your creator.
Subrace. Pick one of these subraces to be what material makes up your Golem parts: Clay, Stone, or Iron.
Ability Score Increase. +1 Wisdom.
Clay Golem Acidic Resistance. Your clay body has resistance to Acid damage and poison damage. And you have advantage on saving throws against poison.
Disguise. If you spend at least 10 minutes sculpting the clay of your body, you can make yourself look different as per the disguise self spell, however it does not affect your clothing, weapons, or other belongings. Your spell casting ability for this trait is charisma. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an intelligence (investigation) check against a DC of 8 + your Charisma bonus + your proficiency modifier.
Ability Score Increase. +1 Intelligence
Stone Golem Memory. You can remember anything you have heard or seen within the last 2 weeks.
Ability Score Increase. +1 Strength.
Iron Golem Shield Arm. You can lead with the iron half of your body allowing you to use it as a shield. You gain +1 to AC.
Random Height and Weight
|Base Height||Height Modifier||Base Weight||Weight Modifier|
|5'2"||+2d12 inches||140 lb.||× 2d6 lb.|