Golems are magically created automatons of great power. Constructing one involves the employment of mighty magic and
elemental forces.
The animating force for a golem is a spirit from the
Elemental Plane of Earth. The process of creating the golem binds the unwilling spirit to the artificial body and subjects it to the will of the golem's creator.
Golems are tenacious in
combat and prodigiously strong as well. Being mindless, they do nothing without orders from their creators. They follow instructions explicitly and are incapable of any strategy or tactics. They are emotionless in
combat and cannot be provoked.
A golem's creator can
command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple
command to govern its actions in his or her absence. The golem's creator can order the golem to obey the commands of another person (who might in turn place the golem under someone else's control, and so on), but the golem's creator can always resume control over his creation by commanding the golem to obey him alone.
Immunity to Magic (Ex): Golems have immunity to most magical and supernatural effects, except when otherwise noted.
The cost to create given for each golem includes the cost of the physical body and all the materials and
spell components that are consumed or become a permanent part of the golem. Creating a golem is essentially similar to creating any sort of magic item. However, a golem's body includes costly material components that may require some extra preparation. The golem's creator can assemble the body or hire someone else to do the job. The builder must have the appropriate skill, which varies with the golem variety.
Completing the golem's creation drains the appropriate XP from the creator and requires casting any spells on the final day.
The creator must cast the spells personally, but they can come from outside sources, such as
scrolls.
The characteristics of a golem that come from its nature as a magic item (
caster level,
prerequisite feats and spells, market price, cost to create) are given in summary form at the end of each golem's description.
Note: The market price of an advanced golem (a golem with more Hit
Dice than the typical golem described in each entry) is increased by 5,000 gp for each additional Hit Die, and increased by an additional 50,000 gp if the golem's size increases. The XP cost for creating an advanced golem is equal to 1/25 the advanced golem's market price minus the cost of the
special materials required.
|
Large Construct |
Hit Dice:
|
11d10+30 (90 hp) |
Initiative:
|
-1 |
Speed:
|
20 ft. (4 squares) |
Armor Class:
|
22 (-1 size, -1 Dex, +14 natural), touch 8, flat-footed 22 |
Base Attack/Grapple:
|
+8/+19 |
Attack:
|
Slam +14 melee (2d10+7 plus cursed wound) |
Full Attack:
|
2 slams +14 melee (2d10+7 plus cursed wound) |
Space/Reach:
|
10 ft./10 ft. |
Special Attacks:
|
Berserk, cursed wound |
Special Qualities:
|
Construct traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste, immunity to magic, low-light vision |
Saves:
|
Fort +3, Ref +2, Will +3 |
Abilities:
|
Str 25, Dex 9, Con -, Int -, Wis 11, Cha 1 |
Skills:
|
- |
Feats:
|
- |
Environment:
|
Any |
Organization:
|
Solitary or gang (2-4) |
Challenge Rating:
|
10 |
Treasure:
|
None |
Alignment:
|
Always neutral |
Advancement:
|
12-18 HD (Large); 19-33 HD (Huge) |
Level Adjustment:
|
- |
This golem has a humanoid body made from clay. A
clay golem wears no
clothing except for a metal or stiff leather garment around its hips.
A
clay golem golem cannot speak or make any vocal noise. It walks and moves with a
slow, clumsy gait. It weighs around 600 pounds.
Berserk (Ex): When a
clay golem enters
combat, there is a cumulative 1% chance each round that its
elemental spirit breaks free and the golem goes
berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more
destruction. Once a
clay golem goes
berserk, no known method can reestablish control.
Cursed Wound (Ex): The
damage a
clay golem deals doesn't
heal naturally and resists
healing spells. A character attempting to cast a conjuration (
healing) spell on a creature damaged by a
clay golem must succeed on a DC 26
caster level check, or the spell has no effect on the injured character.
Immunity to Magic (Ex): A
clay golem is immune to any spell or spell-like ability that allows
spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A
move earth spell drives the golem back 120 feet and deals 3d12 points of
damage to it.
Haste (Su): After it has engaged in at least 1 round of
combat, a
clay golem can
haste itself once per day as a
free action. The effect lasts 3 rounds and is otherwise the same as the spell.
A
clay golem's body must be sculpted from a single block of clay weighing at least 1,000 pounds, treated with rare oils and powders worth 1,500 gp. Creating the body requires a DC 15
Craft (sculpting) check or a DC 15
Craft (pottery) check.
|
Large Construct |
Hit Dice:
|
9d10+30 (79 hp) |
Initiative:
|
-1 |
Speed:
|
30 ft. (6 squares) |
Armor Class:
|
18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18 |
Base Attack/Grapple:
|
+6/+15 |
Attack:
|
Slam +10 melee (2d8+5) |
Full Attack:
|
2 slams +10 melee (2d8+5) |
Space/Reach:
|
10 ft./10 ft. |
Special Attacks:
|
Berserk
|
Special Qualities:
|
Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision |
Saves:
|
Fort +3, Ref +2, Will +3 |
Abilities:
|
Str 21, Dex 9, Con -, Int -, Wis 11, Cha 1 |
Skills:
|
- |
Feats:
|
- |
Environment:
|
Any |
Organization:
|
Solitary or gang (2-4) |
Challenge Rating:
|
7 |
Treasure:
|
None |
Alignment:
|
Always neutral |
Advancement:
|
10-18 HD (Large); 19-27 HD (Huge) |
Level Adjustment:
|
- |
A
flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. No natural
animal willingly tracks a
flesh golem. The golem wears whatever
clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. It stands 8 feet tall and weighs almost 500 pounds.
A
flesh golem golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.
Berserk (Ex): When a
flesh golem enters
combat, there is a cumulative 1% chance each round that its
elemental spirit breaks free and the golem goes
berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more
destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem's
berserk chance to 0%.
Immunity to Magic (Ex): A
flesh golem is immune to any spell or spell-like ability that allows
spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
The pieces of a
flesh golem must come from normal
human corpses that have not decayed significantly. Assembly requires a minimum of six different bodies-one for each limb, the torso (including head), and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required. Note that creating a
flesh golem requires casting a spell with the evil descriptor.
Assembling the body requires a DC 13
Craft (leatherworking) check or a DC 13
Heal check.
|
Large Construct |
Hit Dice:
|
18d10+30 (129 hp) |
Initiative:
|
-1 |
Speed:
|
20 ft. (4 squares) |
Armor Class:
|
30 (-1 size, -1 Dex, +22 natural) touch 8, flat-footed 30 |
Base Attack/Grapple:
|
+12/+28 |
Attack:
|
Slam +23 melee (2d10+11) |
Full Attack:
|
2 slams +23 melee (2d10+11) |
Space/Reach:
|
10 ft./10 ft. |
Special Attacks:
|
Breath weapon
|
Special Qualities:
|
Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision |
Saves:
|
Fort +6, Ref +5, Will +6 |
Abilities:
|
Str 33, Dex 9, Con -, Int -, Wis 11, Cha 1 |
Skills:
|
- |
Feats:
|
- |
Environment:
|
Any |
Organization:
|
Solitary or gang (2-4) |
Challenge Rating:
|
13 |
Treasure:
|
None |
Alignment:
|
Always neutral |
Advancement:
|
19-24 HD (Large); 25-54 HD (Huge) |
Level Adjustment:
|
- |
This golem has a humanoid body made from iron. An
iron golem can be fashioned in any manner, just like a
stone golem (see below), although it almost always displays armor of some sort. Its features are much smoother than those of a
stone golem.
Iron golems sometimes carry a short sword in one hand. An
iron golem is 12 feet tall and weighs about 5,000 pounds. An
iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the
floor to tremble unless it is on a thick, solid foundation.
Breath Weapon (Su): 10-foot cube, cloud of poisonous gas lasting 1 round,
free action once every 1d4+1 rounds; initial
damage 1d4 Con, secondary
damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.
Immunity to Magic (Ex): An
iron golem is immune to any spell or spell-like ability that allows
spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
An
iron golem's body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 20
Craft (armorsmithing) check or a DC 20
Craft (weaponsmithing) check.
|
Stone Golem
|
Greater Stone Golem
|
|
Large Construct |
Huge Construct |
Hit Dice:
|
14d10+30 (107 hp) |
42d10+40 (271 hp) |
Initiative:
|
-1 |
-2 |
Speed:
|
20 ft. (4 squares) |
20 ft. (4 squares) |
Armor Class:
|
26 (-1 size, -1 Dex, +18 natural), touch 8, flat-footed 26 |
27 (-2 size, -2 Dex, +21 natural), touch 6, flat-footed 27 |
Base Attack/Grapple:
|
+10/+23 |
+31/+52 |
Attack:
|
Slam +18 melee (2d10+9) |
Slam +42 melee (4d8+13) |
Full Attack:
|
2 slams +18 melee (2d10+9) |
2 slams +42 melee (4d8+13) |
Space/Reach:
|
10 ft./10 ft. |
15 ft./15 ft. |
Special Attacks:
|
Slow
|
Slow
|
Special Qualities:
|
Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision |
Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision |
Saves:
|
Fort +4, Ref +3, Will +4 |
Fort +14, Ref +12, Will +14 |
Abilities:
|
Str 29, Dex 9, Con -, Int -, Wis 11, Cha 1 |
Str 37, Dex 7, Con -, Int -, Wis 11, Cha 1 |
Skills:
|
- |
- |
Feats:
|
- |
- |
Environment:
|
Any |
Any |
Organization:
|
Solitary or gang (2-4) |
Solitary or gang (2-4) |
Challenge Rating:
|
11
|
16 |
Treasure:
|
None |
None |
Alignment:
|
Always neutral |
Always neutral |
Advancement:
|
15-21 HD (Large); 22-42 (Huge) |
- |
Level Adjustment:
|
- |
- |
This golem has a humanoid body made from stone. A
stone golem is 9 feet tall and weighs around 2,000 pounds. Its body is frequently stylized to suit its creator. For example, it might look like it is wearing armor, with a particular symbol carved on the breastplate, or have designs worked into the stone of its limbs.
Stone golems are formidable opponents, being physically powerful and difficult to
harm.
Slow (Su): A
stone golem can use a
slow effect, as the spell, as a
free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution-based.
Immunity to Magic (Ex): A
stone golem is immune to any spell or spell-like ability that allows
spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A
stone golem's body is chiseled from a single block of hard stone, such as granite, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 17
Craft (sculpting) check or a DC 17
Craft (stonemasonry) check.
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