The art of golem crafting does not belong solely to mages and dwarves, working with dead stone away from prying eyes.. In fact, the Forgotten Druids of the Vale developed a technique of crafting golems from living plants. Considered more reliable than taming elementals, this process created servants who might guard sacred locations, or defend children well into adulthood.
Trouble is, the Forgotten Druids may be forgotten, but their golems stayed behind. And unlike their stone cousins, they continue to grow.
If the forest they were originally protecting still stands, these golems will stay out of harms way. But if it was destroyed in a forest fire or logging operation, they might wander until they find a landscape which looks more familiar – even if their path takes them through a populated city. And since many of these creatures now tower above the trees horizon, they can become a problem which only brave adventurers can solve.
Do you want a miniature of this Beastie? Well, this artwork is provided by the folks at ArcKnight, who produce Flat Plastic Miniatures and other RPG supplements. You’ll get one if you order ArcKnight’s “The Grove” Pack!
Medium construct, unaligned
Armor Class 13 (natural armor)
Hit Points 66 (11d8 + 22)
Speed 20 ft.
STR 14 (+2) DEX 9 (-1) CON 14 (+2) INT 3 (-4) WIS 11 (+0) CHA 1 (-5)
Damage Resistances Acid, bludgeoning, piercing, poison
Damage Immunities Cold, thunder
Condition Immunities Charmed, exhaustion, frightened, paralyzed, petrified, unconscious
Senses Blindsight 60ft., tremorsense 120 ft., passive Perception 10
Proficiency Bonus +2
Challenge Rating 3 (700 XP) for an 11-year old tree golem, 13 (10,000 XP) for a 25-year old, 27 (105,000 XP) for a 40-year old. See the Growth ability for details.
Growth. For every year a tree golem is in existence, it will continue to grow in size and develop its trunk. It needs access to sunlight and water, although just walking outdoors and taking root every day will provide all the support it needs.
The tree golem starts life as a Tiny 1d4 sapling with 9 AC, 10 Strength, and 10 Constitution.
Each year, the tree golem gains another hit dice. On the tree golem’s sixth year, its size increases by one step. All hit dice are increased by one dice type. It gains a natural +1 AC bonus and +1 proficiency bonus. Finally, its Strength and Constitution scores are increased by 2. The tree golem’s attacks, damage, and maximum hit points should be adjusted at this time.
This process is repeated on the tree golem’s eleventh, sixteenth, twenty-fifth, and fortieth years until its size is Gargantuan, its hit dice is 40d12, its AC is 19, and its Strength and Constitution are 20. Its AC and proficiency bonuses will continue to increase each subsequent year until it reaches a maximum AC of 29.
Taking Root. Once per day, the tree golem must embed its roots into soil and “rest” for 8 hours. During this time it heals half of its hit dice per round. It cannot leave this spot until it has finished resting, but it may defend itself within melee range.
If the tree golem is uprooted early, even by its own choice, this process must be started again. For every day it cannot take root, it will lose 1 hit dice of health until it is restored or dies.
The tree golem cannot take root within a half mile of a previous resting spot for seven days.
Aversion of Fire. If the tree golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of the next turn.
Immutable Form. The tree golem is immune to any spell or effect that would alter its form.
Magic Resistance. The tree golem has advantage on saving throws against spells and other magical effects.
Multiattack. The tree golem makes two melee attacks.
Timber Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (2d8 + 2) bludgeoning damage. The tree golem’s unarmed melee attack damage is 2 hit dice plus its Strength modifier.