D&D 5E Construct/Golems and Conditions Immunities

IronWarrior18

First Post
I'm running my first game in 5e and I'm looking for help on clarifying the condition immunities for golems and constructs in 5e. My players came across a manual of golems and are dead set on making the Iron Golem they found inside. Here is my question. The condition immunities are listed as Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned. Is there any explanation given (other than perhaps game balance) why golems/constructs are not immune to other conditions like blinded, deafened, stunned, incapactitated, or unconscious? That is, how do I explain rationally to my players why a golem made of essentially magic infused iron can be blinded by bright light, deafened by thunderclaps, stunned by a monk's stunning fist, or knocked out all together? Would it be logical to add in these immunities when its physiology should make it immune? Or would it be better to just follow the rules exactly as written? As a side note, do golems/constructs count as objects (lifeless,"inanimate") or creatures for spells such as teleport or do they receive their own special classification? Would they take double damage from the siege monster ability? Thank you for your advice! :D
 

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Individual monsters have their own resistances, vulnerabilities and immunities. If the text does not state that they are vulnerable to siege engines, they are not. It is also assumed that unless specifically stated otherwise all monsters are "creatures" and are affected spells that target creatures. For example iron golems cannot have their form altered in any way, but there's no restriction on them teleporting.

Golems have elemental spirits trapped inside of them so if you are stunning it you are effectively stunning the elemental spirit trapped inside the golem.

As far as lore, make sure you read through the overview on page 167 of the monster manual.

Of course all of this is up to you and if you want to tweak golems so that they make more sense feel free. There are some balance issues, but I tweak monsters all the time based on what make sense for the story and my world. If you want to make your iron golem more of a clockwork machine that's immune to stunning, feel free.

Good luck and have fun!
 

As I understand it, golems don't have a mind, nor are they made of flesh and bones (unless they are a flesh golem of course). So those things do not affect them.
 

Look at the effects that cause such conditions. Golems still have senses that can be messed with by magic or intense energies. Their animating force can be disrupted my other magics, such as a Monk's ki-infused stunning fist or spells. Sufficient violence can damage a golem to the point where it is incapacitated etc.

Are their any specific effects that currently work on a golem, that you think should not? You can always rule that they don't by DM fiat if needs be.
 

I always looked at some conditions as more broad than just what it listed. We had discussions of why a snake can be knocked prone and I walked away from the discussion thinking that 'prone' could be seen as 'unbalanced'. The snake can be turned over and twisted somehow where it suffers from the prone condition even though it does not suffer prone like a human would.

Same thing with constructs and things like ghosts where you need to expand what could be to make the rules work. I certainly do not want to add more conditions.
 

The golems would not be be vulnerable to seige engines, I was referencing the siege monster ability that some creatures such as treants, earth elementals, and the tarresque get.

"Siege Monster. The treant deals double damage to objects and structures."

I'm guessing that since a golem is inhabited by an elemental spirit, it doesn't count as an object or structure, and is thus unaffected by this ability, whereas an animated object is still an object and would take double damage.
 

The golems would not be be vulnerable to seige engines, I was referencing the siege monster ability that some creatures such as treants, earth elementals, and the tarresque get.

"Siege Monster. The treant deals double damage to objects and structures."

I'm guessing that since a golem is inhabited by an elemental spirit, it doesn't count as an object or structure, and is thus unaffected by this ability, whereas an animated object is still an object and would take double damage.

Animated objects via the Animate object spell are considered creatures.
 

I Don't like the way they changed the immunities from other Editions, but I roll with it. I still think Golems should be immune to much more than they currently are.
 

Is there any explanation given (other than perhaps game balance) why golems/constructs are not immune to other conditions like blinded, deafened, stunned, incapacitated, or unconscious? That is, how do I explain rationally to my players why a golem made of essentially magic infused iron can be blinded by bright light, deafened by thunderclaps, stunned by a monk's stunning fist, or knocked out all together?

I can't tell you the designers reasons, since they haven't stated them. But my guess would be that since the golem has the senses of sight and hearing, it can be blinded and deafened. Since they have an awareness of the world around them and the ability to act, they can be rendered unaware or unable to act (i.e. stunned, incapacitated, or unconscious).

Just because their senses and animating intelligence (such as it is) aren't biologically based, doesn't mean they can't be affected or targeted.
 
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