Well, we already have the (so far almost useless) Snow Golems and the gentle giants Iron Golems as utility mobs, but what about we take a more traditional approach on the good ol' earth golems?
My idea of Clay Golems would consist on a more enchantment-oriented utility mob, rather than just being a bunch of placed blocks. Also, because clay is already pretty common, if it involved just placing two clay blocks and a pumpkin it would have to suck or else it would be too game breaking. But how would we involve enchantment to this?
Why, by enchanting paper.
Differently from enchanting tools, you don't actually put to practice the enchantments put in the paper with action; it is used to activate the Clay Golem. Therefore, to make a Clay Golem you would have to place two blocks of clay, one pumpkin atop and then right-click the pumpkin with the paper. Depending on what enchantments the paper got, the golem would serve different functions.
One consistent function of the Clay Golem would be to constantly protect the player from all monsters, even creepers, and can be stopped by the player - differently from other golems. Pretty much, an upgraded wolf, but without healing of any way.
The enchantments would be the following:
Archery I-II
With this, the Golem specializes in bows and arrows, long range. The Golem would also pick fights with further away mobs. No arrow resupply is needed, and it would attack enemies like a Skeleton attacks the player. Level two would make the Golem fire faster.
Exp Share
Everything the Golem kills would count as a player kill, dropping experience for the player to pick.
Cargo I-II
Makes the Golem pretty much a moving chest - much smaller chests. Level I gives it half a small chest of storage, while Level II grants a whole small chest. Both levels downgrade two points of attack but give one armor point. When you die, the Golem (if it wasn't killed along) would teleport back to your spawn like a Wolf and allow you to save the items you trusted it.
Health I-II-III
Simple enough, grant more health than usual to the golem.
Defense I-II
Grants one and two armor points, respectively, making the golem more resistant.
Strength I-II-III
Make the Golem stronger by one attack point per level.
My idea of Clay Golems would consist on a more enchantment-oriented utility mob, rather than just being a bunch of placed blocks. Also, because clay is already pretty common, if it involved just placing two clay blocks and a pumpkin it would have to suck or else it would be too game breaking. But how would we involve enchantment to this?
Why, by enchanting paper.
Differently from enchanting tools, you don't actually put to practice the enchantments put in the paper with action; it is used to activate the Clay Golem. Therefore, to make a Clay Golem you would have to place two blocks of clay, one pumpkin atop and then right-click the pumpkin with the paper. Depending on what enchantments the paper got, the golem would serve different functions.
One consistent function of the Clay Golem would be to constantly protect the player from all monsters, even creepers, and can be stopped by the player - differently from other golems. Pretty much, an upgraded wolf, but without healing of any way.
The enchantments would be the following:
Archery I-II
With this, the Golem specializes in bows and arrows, long range. The Golem would also pick fights with further away mobs. No arrow resupply is needed, and it would attack enemies like a Skeleton attacks the player. Level two would make the Golem fire faster.
Exp Share
Everything the Golem kills would count as a player kill, dropping experience for the player to pick.
Cargo I-II
Makes the Golem pretty much a moving chest - much smaller chests. Level I gives it half a small chest of storage, while Level II grants a whole small chest. Both levels downgrade two points of attack but give one armor point. When you die, the Golem (if it wasn't killed along) would teleport back to your spawn like a Wolf and allow you to save the items you trusted it.
Health I-II-III
Simple enough, grant more health than usual to the golem.
Defense I-II
Grants one and two armor points, respectively, making the golem more resistant.
Strength I-II-III
Make the Golem stronger by one attack point per level.
Concept Art: