Golem, Brain

Animated brain automaton with destructive psychic powers. A large construct.

Imagine gray matter molded in a rough humanoid shape, towering at 8 feet tall. It’s held together by an inch deep layer of gelatinous translucent ooze. Being close gives you a headache.

Limited genius, Unnerving power, Wet weight.



 
HD: 5 Armor: as chain
Hit it: easy Dodge it: normal
Move: normal  

It is immune to fatigue, fear and diseases (because it’s an object). It resists mind effects and magic. It can detect any creature with a language, even through walls. However, anti-magic zones and dispel effects paralyze it. Also, its powerful numbing psychic aura causes creatures near it to only be able to do either an action OR move on their turn.

If the golem’s activation glyph isspecifically destroyed, the golem is deactivated. It can be altered to change its order. Roll a D12 for its location:

D12 glyph location
  1. Left Palm
  2. Right Palm.
  3. Sole of the Left Foot.
  4. Sole of the Right Foot.
  5. Inside of the Left Thigh.
  6. Inside of the Right Thigh.
  7. Left Armpit.
  8. Right Armpit.
  9. Top of the Head.
  10. Nape.

Attacks (1/round)

Telekinesis. The brain golem makes a melee mind attack with reach (1D8) and the target must save or be telekinetically grappled.

Telekinetic Grasp. The brain golem targets a grappled target. Roll a D4:

  1. Crush. The target takes 1D10 damage.
  2. Throw. The target is thrown at another target, on a hit, both take 1D8 damage and fall prone.
  3. Twist Weapon. The target takes 1D6 damage or their held object is broken.
  4. Rip. A piece of armor worn and chosen by the target is broken unless it throws 1D6 items from their inventory on the floor.

Mind Pulse. Each creature, including the golem, in a large area around the brain golem must save or take mind damage (1D8) and be stunned for one round. Allies of the golem with psychic abilities can used them immediately.




Random Encounter
  1. Monster: 1 brain golem & 1D4 mind flayers
  2. Lair: A huge vat with hydrating steam vents.
      OR
    Omen: Heavy, wet footsteps. A strange high pitched noise in your head.
  3. Spoor: A blasted room with bodies, their heads exploded.
  4. Tracks: Big, wet, shapeless foot tracks.
  5. Trace: A manual in deep speech on brain collecting.
  6. Trace: A metal door bent by psychic energy.
Crafting Instructions

Creating a brain golem takes 5 Spell Dice and the equivalent of 5 treasures in stone. You must also collect the brains of 20 humanoids. Roll 1D6 to know the result. Add 1 to your roll for each additional Spell Die spent.

  1. It does its mind-pulse ability before collapsing into a puddle.
  2. It rampages for 1 game session.
  3. It rampages for 1 day.
  4. Your minds swap.
  5. The process destroys your lab.
  6. Perfect condition.


DM Notes

This is a streamlining of Arnold K’s amazing take on the golem. Brain golems are a bit silly, which is their charm, i made them have psychic powers that are complementary to other psychic monsters. — SaltyGoo

Written on November 14, 2020