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Construct Family
Animated objects with no flesh, no wielder, and no visible body — the equipment or armor they're made of is their entire appearance. This page covers the currently documented members; more construct variants exist in GMM and will be added here over time.
Source: D&D 5e (Animated Armor)
HP: 30 | Attack: 5 | Speed: normal
A full suit of armor propped up like a museum piece — until you get close, or hit it.
It stands perfectly still and silent, indistinguishable from a display suit, right up until a player wanders within a few blocks or lands a hit on it. Once triggered, it's active for good — there's no going back to sleep, and no leashing back to its post once it's chasing you.
- Perfect disguise — motionless and silent while dormant, reading as dungeon dressing rather than a monster.
- Proximity or hit trigger — wakes up permanently the instant a player gets close enough, or the moment it's struck.
- Always a full set — every equipped piece (helmet, chest, legs, boots) rolls independently, but the chestplate is guaranteed present — it's the one piece that makes its swinging arms visible at all.
Never spawns naturally — a hand-placed or summoned guardian for dungeon armories, vaults, and treasure rooms.
Source: D&D 5e (Animated Weapon)
HP: 14 | Attack: 3.5 | Speed: fast (flying)
A masterless sword or axe that drifts through the air on its own, with no wielder in sight.
Unlike most attackers, it visibly rears back and pulls the weapon behind it, sparking, for a beat before it actually swings — a real, readable telegraph rather than an instant strike. Miss that tell and it's already relentlessly hovering back into range for the next one.
- Telegraphed strike — holds a distinct raised pose for a short windup, sparking with each passing moment, before the hit lands.
- Hovering pursuit — drifts through open air to stay in range, always turning to face its target.
- Always drops its weapon — whatever it's wielding when it dies, it drops every time.
Dark forests, the deep dark, and dripstone caves.
HP: 50 | Attack: 10 | Speed: normal
A bark-and-root guardian built to stand watch over a fixed post — not a wandering monster, but a stationed protector.
A Wood Golem isn't intrinsically hostile — it's a protector, and who it fights is a deployment choice. By default it ignores players entirely and instead attacks nearby hostile monsters, guarding its post; a setting can turn it against players too. It hits hard — a heavy, iron-golem-style slam with knockback and a wide damage swing — and it's practically immovable, shrugging off knockback almost completely. It holds its ground: wander it off its post and it walks back, but the moment it has a target it chases freely.
- Post guardian — anchored to a fixed spot; walks back to it when idle, but chases a target without being leashed back mid-fight, and never despawns while stationed.
- Neutral by default — attacks hostile monsters near its post (on by default), but leaves players alone unless configured otherwise.
- Crushing slam — a heavy iron-golem-style hit with a wide damage roll and knockback.
- Immovable — near-total knockback resistance; very hard to shove around.
Never spawns naturally — a hand-placed or structure-placed guardian, stationed to defend a specific spot.