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Construct Family

gottsch edited this page Jul 18, 2026 · 2 revisions

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.

Animated Armor

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.

The threat: it's not a decoration

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.

Abilities

  • 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.

Where to find them

Never spawns naturally — a hand-placed or summoned guardian for dungeon armories, vaults, and treasure rooms.


Animated Weapon

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.

The threat: watch for the windup

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.

Abilities

  • 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.

Where to find them

Dark forests, the deep dark, and dripstone caves.


Wood Golem

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.

The threat: a neutral bruiser that's yours to point

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.

Abilities

  • 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.

Where to find them

Never spawns naturally — a hand-placed or structure-placed guardian, stationed to defend a specific spot.

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