Foes of Iron: The Junk Golem & The Lunerma

Two more Iron Gods creatures. One from the adventure, and one from the random encounter chart:

Paladin_BotJunk Golem

Junk Golem

Medium construct, neutral
Armor Class 14 (natural armor)
Hit Points 68 (8d8 + 32)
Speed 30 feet
STR 18 (+4) DEX 9 (-1) CON 18 (+4) INT 3 (-4) WIS 11 (0) CHA 1 (-5)
Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft, passive Perception 10
Languages: understands the languages of its creator but can’t speak
Challenge 4 (1,100 xp)

Composite Body. If the grease spell is cast on the golem, it is treated as the haste If the arcane lock spell is cast on the golem, it is treated as the slow spell. If the shatter spell is cast on the golem, it uses its discorporate ability. If the wood shape or rusting grasp spell is cast on the golem, the spell deals 2d6 points of damage to the golem, instead of its usual effect.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem’s weapon attacks are magical.


Multiattack. The junk golem makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be poisoned for 1 day. The poisoned target can not speak or cast spells until after it takes a long rest or receives healing magic.

Discorporate. The golem breaks apart, becoming a swarm. It gains the following attributes:
Large: The golem’s size becomes large.
Swarm. A swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny golem. The swarm can’t regain hit points or gain temporary hit points.

While the golem is a swarm, it can take the following actions.

Tiny cuts. Melee Weapon Attack. +6 to hit, reach 0 ft., all creatures in the swarm’s space. Hit: Hit: 6 (1d4 + 4) slashing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be poisoned for 1 day. The poisoned target can not speak or cast spells until after it takes a long rest or receives healing magic.

Reassemble. The golem reverts back to its normal form. It may not move, this turn.



Medium aberration, neutral
Armor Class 15
Hit Points 108 (14d8 + 56)
Speed fly 60 ft.
STR 16 (+3) DEX 12 (+1) CON 19 (+4) INT 5 (-3) WIS 12 (+2) CHA 10 (+0)
Damage Resistances: electricity, fire
Damage Immunities: cold, poison
Condition Immunities: poisoned
Skills Perception +5, Stealth +4
Senses darkvision 60 ft., passive perception +15
Languages telepathy 120 ft. (other lunarma only)
Challenge 6 (2,300 xp)

No Breath. The lunarma does no need to breathe.

Barbed Carapace. Any creature that grapples a lunarma or hits it with unarmed strikes or natural weapon attacks takes 7 (2d6) points of damage from the barbs on its hide.


Multiattack. The lunarma can attack three times with its claws and once with its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the target must succeed at a DC 15 Constitution saving throw or take 9 (2d8) acid damage.

Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, the lunarma can automatically hit the target with its claw attack, and the number of claw attacks it can make is reduced by one.

Acid Breath. The lunarma spews caustic acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw or take 36 (8d8) acid damage on a failed save, or half as much damage on a successful one. For the next two rounds, each creature damaged by the lunarma’s acid breath takes 9 (2d8) acid damage. A creature can negate this damage to itself or another creature by spending an action to use water or another liquid to wash the acid off.

Implant Eggs. A lunarma can implant 7 (2d6) eggs in a restrained creature. The eggs hatch after one day and feed on the implanted creature for the next two days, reducing its hit point maximum by 5 per egg per day. After which the larvae leave the carcass behind to seek out a safe place to form a cocoon and mature into adults. A lesser restoration removes all eggs or larvae, or they can be removed individually with a Wisdom (Heal) ability check. A creature’s hit point maximum can only be restored by a restoration spell.

Hacking the Junk Golem & Lunarma

(A bit late, down here, due to some computer problems.) The problem with golems is that they’re all high level. Why shouldn’t low-level characters have the opportunity to fight a lair-guardian that shrugs off their attacks? For me, the most interesting aspect of the junk golem was trying to capture the “discorporate” ability. The “swarm” type in 5e is loosely defined, and there’s no way for a swarm to use the same attacks as the creature that it originated from. Making the swarm-form, essentially, a new creature that could come and go with a reaction or an action was the best way I could think of to make that work, and it should freak the players out, because nothing else in 5e does this. It may have too many hit points, though. I’ll see how that works. It’s less of a big deal, in the Iron Gods encounter, because I don’t plan for that encounter to last long. After two rounds, the combat will be called off – just long enough for things to get interesting, but not long enough for them to get deadly.

The lunarma, I’m sorry to say, didn’t have any pictures that I could find on-line, and I’m trying really hard not to do copyright infringement, if I can help it. Will my players fight one? No idea, but they’re super-creepy and I wanted to work out the “iplant egg” ability. Creatures that implants eggs in humans are, I think, the creepiest creatures. This one is especially gross, because it floats along, seemingly harmlessly, silently hunting its prey. The egg implantation is another example of 5e’s missing ability damage rules. I understand why they’re absent: they make the game significantly more complicated, but making ability scores off-limits for damage removes a huge set of tools from the GM’s toolbox: poisons, diseases, drain attacks, and egg implantation can’t work in the same way. Sometimes exhaustion is a good substitute, but not always.

I’ve been toying with a subsystem, but the fact is that anything that approximated ability damage would feel clunky and tacked-on. For now, I think the best approach is to take it on a case-by-case basis. In this case, the reduction in hit point maximum mirrors some poisons, and should represent the degree to which the eggs mess with a character’s system. The initial implantation isn’t likely to kill higher-level characters, but will be deadly for low-level parties and villager-NPCs.

Next time: Computer problems will force me to take a break on Monday, but I’ll be back Wednesday with the Darfellan!


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