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The Demented One
2006-07-11, 05:09 PM
Magma Golem
Size/Type: Huge Construct [Fire]
Hit Dice: 34d10+40 (227 hp)
Initiative: -2
Speed: 20 ft. (4 squares)
Armor Class: 27 (-2 size, -2 Dex, +21 natural), touch 6, flat-footed 27
Base Attack/Grapple: +25/+47
Attack: Slam +37 melee (3d10+14 plus 2d6 fire)
Full Attack: 2 slams +37 melee (3d10+14 plus 2d6 fire)
Space/Reach: 15 ft./15 ft.
Special Attacks: Blazing touch, breath weapon
Special Qualities: Cold vulnerability, construct traits, damage reduction 10/adamantine, darkvision 60 ft., immune to fire, immunity to magic, lava healing, low-light vision
Saves: Fort +10, Ref +8, Will +10
Abilities: Str 38, Dex 6, Con Ø, Int Ø, Wis 11, Cha 1
Skills: –
Feats: –
Environment: Any
Organization: Solitary or eruption (2-4)
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 35-40 HD (Huge), 41-45 HD (Gargantuan)
Level Adjustment: –

Magma Golems are powerful constructs created by talented wizards to serve as guards. Most often, they are tasked with guarding volcanic lairs and the like, as they can repair themselves by assuming lava into their form. They appear as large, man-shaped figures of molten magma, held together only by magical force.

Blazing Touch (Ex)
Any creature hit by a Magma Golem’s slam attack, or that hits the Magma Golem with a natural weapon, unarmed strike, or touch attack takes 2d6 points of fire damage.

Breath Weapon (Su)
50-foot cone of fire dealing 12d6 points of fire damage, Reflex DC 27 half. Usable once every 1d4 rounds as a standard action. The save is Con based.

Immunity to Magic (Ex)
A Magma 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 magical attack that deals cold damage deals 150% normal damage to a Magma Golem and slows it (as the slow spell) for 3 rounds, with no saving throw. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points.

Lava Healing (Ex)
A Magma Golem can absorb lava into itself to repair damage. When exposed to lava, a Magma Golem gains fast healing 2. When submerged in lava, it instead gains fast healing 20.

Construction
A Magma 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 24 Craft (sculpting) check or a DC 24 Craft (stonemasonry) check. The stone body is transmuted into animated lava during the casting of the spell.

CL 17th; Craft Construct, antimagic field, geas/quest, transmute rock to lava*. Price 150,000 gp; Cost 80,000 gp + 3,000 XP.
*From Complete Arcane

Livewood Golem
Size/Type: Medium Construct (Living Construct)
Hit Dice: 12d10+48 (123 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 19 (-1 Dex, +10 natural), touch 9, flatfooted 19
Base Attack/Grapple: +9/+14
Attack: Slam +14 melee (1d6+5 plus entanglement)
Full Attack: 2 Slams +14 melee (1d6+5 plus entanglement)
Space/Reach: 5 ft./5 ft.
Special Attacks: Entangling grasp, grow thorns
Special Qualities: Living construct traits, darkvision 60 ft., DR 5/slashing and piercing, immunity to magic, medium fortification, low-light vision, fire vulnerability, photosynthesis
Saves: Fort +7, Ref +2, Will +3
Abilities: Str 20, Dex 8, Con 18, Int Ø, Wis 11, Cha 1
Skills: –
Feats: –
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 13-18 HD (Medium), 19-26 HD (Large), 27-32 HD (Huge)
Level Adjustment: –

Livewood Golems are made from livewood, a special wood that remains living even when cut from its tree. Because of this, Livewood Golems truly are alive, possessing a plant-like anatomy and metabolism. Druids often create Livewood Golems, transforming a tree into a potent forest guardians.

Entangling Grasp (Ex)
Any creature hit by a Livewood Golem’s slam attack must make a DC 20 Reflex save or be entangled for 1d10 rounds by vines and branches that grow from the Livewood Golem’s fists. The save is Con based.

Grow Thorns (Ex)
As a standard action, a Livewood Golem may cover its fists with spiky thorns. This grants its slam attack a +1 enhancement bonus and changes all damage dealt by the slam attack to piercing damage. The thorns last for 1 minute, after which they atrophy and decay.

Immunity to Magic (Ex)
A Livewood 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 magical attack that deals fire damage deals 150% normal damage to a Livewood Golem. The Antiplant and Blight spells affect a Livewood Golem as if it was a plant. Plant Growth restores a Livewood Golem to full health.

Medium Fortification (Ex)
When a critical hit or sneak attack is scored on a Livewood Golem, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Photosynthesis (Ex)
While in natural sunlight, a Livewood Golem gains fast healing 1.

Construction
A Livewood Golem’s body is cut from a single livewood tree. Assembling the body requires a DC 14 Craft (Woodworking) check. After the body has been cut, it must be treated with 500 gp worth of special alchemic fertilizers.

CL 5th; Craft Construct, bark skin, brambles*, entangle, wood shape. Price 15,000 gp; Cost 8,000 gp + 600 XP.

*From Complete Divine

Deep Crystal Golem
Size/Type: Medium Construct (Psionic)
Hit Dice: 18d10+20 (119 hp)
Initiative: +9
Speed: 20 ft. (4 squares)
Armor Class: 31 (+9 Dex, +12 natural), touch 19, flatfooted 22
Base Attack/Grapple: +13/+16
Attack: +3 Mindblade +22 melee (1d6+3/19-20)
Full Attack: 2 +3 Mindblades +20/+20/+15/+10 melee (1d6+3/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mind blade, psychic strike +3d8
Special Qualities: Construct traits, damage reduction 10/deep crystal, darkvision 60 ft., immunity to psionics, low-light vision, sonic vulnerability
Saves: Fort +5, Ref +14, Will +5
Abilities: Str 16, Dex 28, Con Ø, Int Ø, Wis 11, Cha 1
Skills: –
Feats: Weapon Finesse (B), Two-Weapon Fighting (B)
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 19-25 HD (Medium), 26-32 HD (Large)
Level Adjustment: –

Deep Crystal Golems are psionic constructs created by skilled manifesters to serve as assassins and spies. While they lack the brute strength and size of other golems, they are capable of manifesting blades of psionic energy and attacking with brutal swiftness.

Mind Blade (Su)
A Deep Crystal Golem’s arms have no fists–they end in mere stumps. However, as a swift action, a Deep Crystal Golem may two +3 mind blades that extend from those stumps. A Deep Crystal Golem’s mind blades have the same stats as a short sword, and it may never throw its mind blades. A Deep Crystal Golem’s mind blades have hardness 10 and 10 hp each, but if one is sundered, the golem may reform it as a swift action.

Psychic Strike (Su)
As a move action, a Deep Crystal Golem can imbue one of its mind blades with destructive psychic energy. This effect deals an extra 3d8 points of damage to the next living, nonmindless target it successfully hits with a melee attack. Creatures immune to mind-affecting effects are immune to psychic strike damage. A Deep Crystal Golem deals this extra damage only once when this ability is called upon, but it can imbue one of its mind blades with psychic energy again by taking another move action.

Immunity to Psionics (Ex)
A Deep Crystal is immune to any power or psi-like ability that allows power resistance. In addition, certain spells and effects function differently against the creature, as noted below. Powes that deal sonic damage deal 150% normal damage to a Deep Crystal Golem. Powers that create crystals to do damage, such as crystal shard and swarm of crystals, heal 1 point of damage for every 3 points of damage the attack would otherwise heal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points.

Construction
A Deep Crystal Golem’s body is cut from a single, massive piece of deep crystal, worth 10,000 gp. Assembling the body requires a DC 20 Craft (Gemcutting) check.

ML 15th; Craft Psionic Construct, bend reality, dispel psionics, null psionics field, creator must be able to create a mind blade. Price 150,000 gp; Cost 80,000 gp + 5,600 XP.

Dream Golem
Size/Type: Large Construct (Dreamborn)
Hit Dice: 20d10+30 (135 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 28 (-1 size, -1 Dex, +20 natural), touch 8, flatfooted 28
Base Attack/Grapple: +15/+33
Attack: Slam +28 melee (3d6+14 plus hand of nightmares)
Full Attack: Slam +28 melee (3d6+14 plus hand of nightmares)
Space/Reach: 10 ft./10 ft.
Special Attacks: Hand of nightmares, hand of death
Special Qualities: Construct traits, darkvision 60 ft., immunity to magic, low-light vision, DR 10/adamantine
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 38, Dex 8, Con Ø, Int Ø, Wis 11, Cha 20
Skills: –
Feats: –
Environment:
Organization: Solitary or gang (2-4)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement:21-32 HD (Large), 33-40 HD (Huge)
Level Adjustment: –

Dream Golems are constructs forged of dreams by spellcasters to serve as bodyguards. They maintain a constant link to the Plane of Dreams. Their connection to the realm of dreams gives them a strong force of personality, though they are mute. A Dream Golem’s body is silvery, and strange images can always be seen in it.

Hand of Nightmares (Su)
Any creature hit by a Dream Golem’s slam attack must make a DC 25 Will save or be frightened for 1d4 rounds. In addition, if he fails a second Will save, again DC 25, he suffers the effects of a nightmare, as the spell cast by a 13th level caster.

Hand of Death (Su)
Once per day, the Dream Golem may declare one slam attack a Hand of Death. A creature struck by the Hand of Death must make a DC 25 Will save. If it fails that, it must then make a DC 25 Fort save. If both saves are failed, the creature dies. This is a fear effect.

Dreamborn (Ex)
A Dream Golem seems fuzzy and out of focus due to its dreamstuff composition. It gains a 20% miss chance.

Immunity to Magic (Ex)
A Dream 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 Dream Golem’s link to the Plane of Dreams is severed while in the area of a dimensional anchor or similar spell, causing it to lose its special attacks and take 10 damage per round while it remains within the area. A dream or nightmare spell cast on the golem restores it to full health.

Construction
A Dream Golem’s body is forged of dreamstuff, which is summoned during the creation process. However, the caster must provide a skeleton made of silver for the dreamstuff to form around, costing 5,000 gp and requiring a DC 18 Craft (Metalworking) check.

CL 17th; Craft Construct, antimagic field, dream, nightmare, plane shift. Price 120,000 gp; Cost 65,000 gp + 4,800 XP.

Khyber Shard Golem
Size/Type: Large Construct
Hit Dice: 35d10+30 (210 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 38 (-1 size, -1 Dex, +30 natural), touch 8, flatfooted 38
Base Attack/Grapple: +26/+52
Attack: Slam +43 melee (3d8+18)
Full Attack: 2 Slams +43 melee (3d8+18)
Space/Reach: 10 ft./10 ft.
Special Attacks: Internal imprisonment, anti-planar combat
Special Qualities: Construct traits, darkvision 60 ft., immunity to magic, low-light vision, DR 15/adamantine, resist planar effect
Saves: Fort +11, Ref +10, Will +11
Abilities: Str 46, Dex 8, Con Ø, Int Ø, Wis 11, Cha 1
Skills: –
Feats: –
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 36-42 HD (Large) 43-55 HD (Huge)
Level Adjustment: –

Khyber Shard Golems are designed to serve as living prisons for elementals and outsiders. Similar in appearance to a iron golem, albeit covered with dragonshards, the constructs are programmed to hunt down outsiders and elementals, which they then return to their masters for use in creating Khyber dragonshard items.

Internal Imprisonment (Su)
As a standard action, a Khyber Shard Golem may attempt to bind any elemental or outsider within 20 ft. of it. If the targeted creature fails a DC 22 Will save, it is drawn into the golem’s body, where it is imprisoned, as the spell cast by a 17th level caster. A Khyber Shard Golem may only have once creature per five HD imprisoned this way at a time. A Khyber Shard Golem gets an enhancement bonus to Str and Cha equal to twice the number of imprisoned creatures, and gains 10 temporary hp per imprisoned creature. The golem may choose to transfer a creature to a single shard of its body, which it can then remove, allowing the shard-bound create to be used in the making of an item, bypassing the need to have the Elemental Binding feat and cast the planar binding spell, assuming the creature is of the kind needed for the making of the spell. Removing a shard deals 1d4 points of damage to the golem.

Anti-Planar Combat (Ex)
All Khyber Shard Golems are imprinted with a basic knowledge of how to combat elementals and outsiders. They get a +5 competence bonus on attack and damage rolls made against outsiders, and a +5 dodge bonus to AC against attacks made by elementals or outsiders.

Resist Planar Effect (Ex)
A Khyber Shard Golem gets a +5 resistance bonus on all saves made against special attacks of outsiders and elementals.

Immunity to Magic (Ex)
A Khyber Shard 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 spell cast on the golem that would cause it to travel to another plane, such as teleport or plane shift, instead deals 2d6 damage per spell level. A spell with an elemental or alignment descriptor cast on the golem instead heals 1 hp per spell level. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points.

Construction
A Khyber Shard Golem’s body is made from 5,000 gp worth of khyber dragonshards embedded into a skeleton made of an alloy of steel, cold iron, and silver, worth 10,000 gp and requiring a DC 20 Craft (Metalworking) check to create.

CL 17th; Craft Construct, Elemental Binding, antimagic field, imprisonment, wish. Price 165,000 gp; Cost 97,500 gp + 6,600 XP.

Siberys Shard Golem
Size/Type: Large Construct
Hit Dice: 35d10+30 (210 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 38 (-1 size, -1 Dex, +30 natural), touch 8, flatfooted 38
Base Attack/Grapple: +26/+52
Attack: Slam +43 melee (3d8+18)
Full Attack: 2 Slams +43 melee (3d8+18)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Construct traits, darkvision 60 ft., immunity to magic, low-light vision, DR 15/adamantine, dragonmark enhancement
Saves: Fort +11, Ref +10, Will +11
Abilities: Str 46, Dex 8, Con Ø, Int Ø, Wis 11, Cha 1
Skills: –
Feats: Bonus feat (see below)
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 36-42 HD (Large) 43-55 HD (Huge)
Level Adjustment: –

Siberys Shard Golems are created by the Dragonmarked Houses to serve as permanent assistants for the wealthy. Siberys Shard Golems can create items, send messages, pilot airships, or perform covert infiltrations, depending on which dragonmark they are attuned to.

Spell-Like Abilities
A Sibery Shard Golem has a number of spell-like abilities, based on the dragonmark it is attuned to. All spell-like abilities have a caster level of 9th, and all DC’s are Con based. In addition to the spells listed below, all Siberys Shard Golems may use detect dragonmark, from Magic of Eberron, at will.

Mark of Detection: At will–detect magic, detect poison; 3/day–detect scrying, see invisibility; 1/day–true seeing.
Mark of Finding: At will–know direction, locate object; 3/day–helping hand, locate creature; 1/day–find the path.
Mark of Handling: At will–calm animals; 3/day–dominate animals, greater magic fang; 1/day–summon nature’s ally V.
Mark of Healing: 5/day–cure light wounds, lesser restoratio; 3/day–neutralize poison, remove disease; 1/day–heal.
Mark of Hospitality: At will–purify food and drink, prestidigitation; 3/day–create food and water, secure shelter; 1/day–heroes’ feast.
Mark of Making: At will–make whole; 3/day–minor creation, repair serious damage; 1/day–major creation.
Mark of Passage: At will–dimension leap*, expeditious retreat; 3/day–dimension door; 1/day–teleport.
*From Magic of Eberron
Mark of Scribing: At will–arcane mark, whispering wind; 3/day–illusory script, secret page; 1/day–sending.
Mark of Sentinel: At will–mage armor, shield other; 3/day–protection from arrows, protection from energy; 1/day–globe of invulnerability
Mark of Shadow: At will–darkness, minor image (DC 11); 3/day–clairaudience/clairavoyance, shadow conjuration (DC 14); 1/day–prying eyes.
Mark of Storm: At will–fog cloud, gust of wind; 3/day–wind’s favor*, wind wall; 1/day–control winds.
*From Magic of Eberron

Mark of Warding: At will–alarm, arcane lock; 3/day–explosive runes, glyph of warding; 1/day–guards and wards.

Bonus Feat
All Siberys Shard Golems gain a bonus feat based on what dragonmark they are attuned to.

Mark of Detection: Investigate (ECS). In addition, golems attuned to the Mark of Detection are treated as having 10 ranks in Search.
Mark of Finding: Track. In addition, golems attuned to the Mark of Finding are treated as having 10 ranks in Survival.
Mark of Handling: Skill Focus (Handle Animal). In addition, golems attuned to the Mark of Handling are treated as having 10 ranks in Handle Animal.
Mark of Healing: Skill Focus (Heal). In addition, golems attuned to the Mark of Healing are treated as having 10 ranks in Heal.
Mark of Hospitality: Skill Focus (Profession [Cook]). In addition, golems attuned to the Mark of Handling are treated as having 10 ranks in Profession (Cook).
Mark of Making: Improved Natural Armor
Mark of Passage: Dodge
Mark of Scribing: Reasearch (ECS). In addition, golems attuned to the Mark of Scribing are treated as having 5 ranks in all Knowledge skills.
Mark of Sentinel: Combat Expertise
Mark of Shadow: Stealthy. In addition, golems attuned to the Mark of Shadow are treated as having 8 ranks in Hide and Move Silently.
Mark of Storm: Elemental Helmsman (MoE).
Mark of Warding: Skill Focus (Craft [Trapmaking]). In addition, golems attuned to the Mark of Handling are treated as having 10 ranks in Craft (Trapmaking).

Immunity to Magic (Ex)
A Siberys Shard 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 spell targeting the golem that is one of the spells replicated by a dragonmark other than the one the golem is attuned to instead deals 2d6 damage per spell level. A spell replicated by the dragonmark the golem is attuned to instead heals 1 hp per spell level. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points.

Dragonmark Enhancement (Su)
As long as a creature bearing the same kind of dragonmark a Siberys Shard Golem is attuned to is within 20 ft. of the golem, the caster levels of all its dragonmark abilities are increased by one.

Construction
A Siberys Shard Golem’s body is made from 5,000 gp worth of siberys dragonshards embedded into a skeleton made of an alloy of steel, gold, and silver worth 10,000 gp and requiring a DC 20 Craft (Metalworking) check to create.

CL 17th; Craft Construct, antimagic field, wish, creator must have the greater version of the dragonmark the golem is attuned to. Price 165,000 gp; Cost 97,500 gp + 6,600 XP.

Eberron Shard Golem
Size/Type: Large Construct
Hit Dice: 35d10+30 (210 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 38 (-1 size, -1 Dex, +30 natural), touch 8, flatfooted 38
Base Attack/Grapple: +26/+52
Attack: Slam +43 melee (3d8+18 plus dispelling slam)
Full Attack: 2 Slams +43 melee (3d8+18 plus dispelling slam)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dispelling Slam
Special Qualities: Construct traits, darkvision 60 ft., immunity to magic, low-light vision, DR 15/adamantine, store spell, absorb spell energy, spell turning
Saves: Fort +11, Ref +10, Will +11
Abilities: Str 46, Dex 8, Con Ø, Int Ø, Wis 11, Cha 1
Skills: –
Feats: --
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 36-42 HD (Large) 43-55 HD (Huge)
Level Adjustment: –

Eberron Shard Golems are created by wizards to serve as massive spell batteries. Such a golem can retain a spell's energy from later casting, dispel an enemies' spells, or turn an enemy's magic against him.

Dispelling Slam (Sp)
Any creature hit by an Eberron Shard Golem’s slam attack suffers the effects of a targeted greater dispel magic, as the spell cast by a 17th level caster.

Immunity to Magic (Ex)
An Eberron Shard 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 spell that dispels other spells, such as dispel magic or break curse, deals 2d6 points of damage per spell level to the golem. A disjunction spell cast on the golem forces it to make a Will save or be destroyed.

Store Spell (Sp)
As a standard action, the master of an Eberron Shard Golem may transfer a spell he has prepared to the golem as long as he is touching it. At the time of the transferrence, the caster maust supply any expensive material components or foci and pay any XP costs. Once the spell has been transferred, the golem may cast it. For all purposes, such as determing DC and caster level, treat the spell as if it had been cast by the golem’s master. The golem may store one spell per 5 HD, and may not store a spell of 7th level or higher. After a spell has been stored for 24 hours, it is lost.

Absorb Spell Energy (Su)
Whenever an Eberron shard golem resists a spell due to its immunity magic, it may absorb the spell energy, healing it 1 hp per spell level. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A Eberron Shard Golem may not both absorb a spell’s energy and turn it.

Absorb Spell Energy (Su)
Whenever an Eberron shard golem resists a spell due to its immunity magic, it may turn the spell back on its caster, as the spell spell turning, cast by 17th level caster. A Eberron Shard Golem may not both absorb a spell’s energy and turn it.

Construction
An Eberron Shard Golem’s body is made from 5,000 gp worth of eberron dragonshards embedded into a skeleton made of an alloy of steel, platinum, and lead worth 10,000 gp and requiring a DC 20 Craft (Metalworking) check to create.

CL 17th; Craft Construct, antimagic field, greater dispel magic, spell turning, wish, Price 165,000 gp; Cost 97,500 gp + 6,600 XP.

Riverine Golem
Size/Type: Large Construct (Water)
Hit Dice: 38d10+30 (225 hp)
Initiative: -1
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 32 (-1 size, -1 Dex, +12 natural, +12 deflection), touch 20, flatfooted 20
Base Attack/Grapple: +28/+48
Attack: Slam +44 melee (5d4+17)
Full Attack: 2 Slams +44 melee (5d4+17)
Space/Reach: 10 ft./10 ft.
Special Attacks: Force slam
Special Qualities: Construct traits, darkvision 60 ft., immunity to magic, low-light vision, DR 10/adamantine, deflection, dimensional anchor
Saves: Fort +12, Ref +11, Will +12
Abilities: Str 44, Dex 8, Con Ø, Int Ø, Wis 11, Cha 1
Skills: –
Feats: –
Environment: Any aquatic
Organization: Solitary or gang (2-4)
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 39-42 (Large), 43-47 HD (Huge)
Level Adjustment: –

Riverine is a unique substance formed from heavily presurrived elemental water. It is partially made of pure magical force and cannot be teleported, but is vulnerable to disintegration. Riverine Golems bear all the properties of their namesake, and more. Forged to resemble merfolk, Riverine Golems make for potent undersea guardians.

Force Slam (Su)
All damage dealt by a Riverine Golem’s slam attack is force damage.

Immunity to Magic (Ex)
A Riverine 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 spell that disintegrates creatures, such as disintegrate or sphere of ultimate annihilation, deals 150% normal damage to the golem. A magical attack that deals cold damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise heal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points.

Deflection (Su)
As the riverine making up the golem’s body is made partially of force, it gains a deflection bonus to AC equal to its natural armor bonus.

Dimensional Lock (Sp)
All interplanar travel within 20 ft. of a Riverine Golem is prevented, as the Dimensional Lock spell cast by a 15th level caster.

Construction
A Riverine Golem’s body is made from 3,000 lbs of riverine, worth 10,000 gp. The body requires a DC 20 Craft (Metalworking) check to create.

CL 15th; Craft Construct, antimagic field, dimensional lock, mage armor, magic missile, Price 150,000 gp; Cost 85,000 gp + 6,000 XP.

Flowstone Golem
Size/Type: Huge Construct (Shapechanger)
Hit Dice: 30d10+40 (195 hp)
Initiative: +5
Speed: 20 ft. (4 squares)
Armor Class: 28 (-2 size, +5 Dex, +15 natural), touch 14, flatfooted 23
Base Attack/Grapple: +22/+40
Attack: Slam +30 melee (4d8+10)
Full Attack: 2 Slams +30 melee (4d8+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Engulf, mimic metal
Special Qualities: Construct traits, darkvision 60 ft., immunity to magic, low-light vision, DR 10/adamantine, meld into stone, change form
Saves: Fort +9, Ref +14, Will +9
Abilities: Str 30, Dex 20, Con Ø, Int Ø, Wis 11, Cha 1
Skills: –
Feats: –
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 31-42 HD (Huge), 43-50 HD (Gargantuan), 51-65 HD (Colossal)
Level Adjustment: –

Flowstone Golems are made from stone made magically morphic. While they normally appear to be nothing more than overlarge stone golems, they can revert into liquid stone, flow through the earth, or take on the form of any other construct. Supremely versatile, many mages favor the powerful variety of a Flowstone Golem

Engulf (Ex)
A Flowstone Golem can mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The golem merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the golem, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 35 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the golem moves forward. Engulfed creatures are considered to be grappled and trapped within its body and take 1d6 points of bludgeoning damage per round. The save DC is Strength-based.

Mimic Metal (Su)
As a standard action, a Flowstone Golem can change its composition to mimic that of any metal, excluding precious metals such as silver and gold. Its slam attack gains all the properties of that metal for 1 minute, after which the golem reverts to normal.

Immunity to Magic (Ex)
A Flowstone 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 transmute rock to mud spell slows a Flowstone Golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points. A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.

Meld into Stone (Sp)
A Flowstone Golem can move through natural or worked stone, as the spell meld into stone cast by a 15th level caster.

Change Form (Sp)
As a standard action, a Flowstone Golem can take on the form of any construct, as the spell polymorph cast by a 15th level caster.

Construction
A Flowstone 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 20 Craft (sculpting) check or a DC 20 Craft (stonemasonry) check. The stone is made mutable during the creation of the golem

CL 15th; Craft Construct, antimagic field, polymorph any object. Price 150,000 gp; Cost 80,000 gp + 3,000 XP.

Card Golem
Size/Type: Large Construct
Hit Dice: 15d10+30 (110 hp)
Initiative: +10
Speed: 20 ft. (4 squares)
Armor Class: 27 (-1 size, +10 Dex, +8 natural), touch 19, flatfooted 17
Base Attack/Grapple: +11/+20
Attack: Slam +20 melee (2d6+5/19-20)
Full Attack: 2 Slams +20 melee (2d6+5/19-20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Sharp edges, shuffle the deck, deal the deck
Special Qualities: Construct traits, darkvision 60 ft., immunity to magic, low-light vision, DR 15/magic, fire vulnerability
Saves: Fort +4, Ref +14, Will +4
Abilities: Str 20, Dex 30, Con Ø, Int Ø, Wis 11, Cha 1
Skills: –
Feats: Weapon Finesse (B)
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 16-25 HD (Large), 26-40 HD (Huge)
Level Adjustment: –

Card Golems are lesser constructs created by apprentice mages. From a distance, it would seem to be a normal humanoid, but drawing closer reveals that every inch of the golem's skin is made from alchemically and magically hardened playing cards, each one possessing a life of its own.

Sharp Edges (Ex)
A Card Golem’s slam attacks deal slashing damage. In addition, their threat range is doubled.

Shuffle the Deck (Ex)
As a standard action, a Card Golem may transform into a whirlwind of razor-sharp cards. All creatures within 20 ft. of the golem take 8d6 points of slashing damage. If they make a DC 22 Reflex save, they only take half damage. The save is Str based. The golem reforms at the end of its round.

Deal the Deck (Su)
As a standard action, a Card Golem may peel off a card from its body and fling it at an enemy. This is a ranged touch attack with a range of 60. Ft. If the card strikes its target, it adheres, granting the golem a sympathetic connection to the target. The golem gets a +5 insight bonus on all attack and damage rolls made against creatures with cards adhered to them. After 1d6 rounds, an adhered card falls off and returns to the golem.

Immunity to Magic (Ex)
A Card 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 magical attack that deals fire damage deals 150% normal damage to the golem. A spell with the chaos descriptor that targets the golem randomizes its structure, allowing it to use its Shuffle the Deck ability as a swift action.

Construction
A Card Golem’s body is made from thousands of playing cards, bound together with a DC 12 Craft (Bookbinding) check. After the card body has been made, it must be soaked in 500 gp worth of alchemical preservatives.

CL 11th; Craft Construct, animate objects, antimagic field, keen edge. Price 35,000 gp; Cost 18,000 gp + 1,400 XP.

LordOfNarf
2006-07-11, 07:34 PM
Wow, thats really cool. I like the Magma golem alot, and the deep crystal golem looks really cool, since i like psionics alot. The prismatic golem scaeres me since prismatic spray contains a death effect.

AmberVael
2006-07-11, 08:03 PM
So is the magma golem made of magma with rock chunks, or just plain magma? Either way would be cool, but I think the plain magma golem would be a new style. Most 'magma' creatures have rock chunks. A fluid red hot golem would be freakin sweet, but a rocky-magma golem would be classic.
DM: The golem stands, and droplets of magma fall to the floor where they steam and hiss. Grumbling like a furnace, it moves ponderously towards you.
Player: I make my 'run away screaming' check.

Jack_Simth
2006-07-11, 08:19 PM
Nitpicks.....

Immunity to Magic (Ex)
A Magma 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 magical attack that deals cold damage deals 150% normal damage to a Magma Golem and slows it (as the slow spell) for 3 rounds, with no saving throw. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise heal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. Otherwise, it would hurt.....

Livewood golem: Generally speaking, any golem with Immunity to Magic requires an Antimagic field; but then again, this thing needs to be makeable by druids, who don't have the spell. Hmm.....

Deep Crystal Golem: Again, generally speaking, anything with immunity to magic usually requires Antimagic Field... although in this case, it would be Null Psionics Field....
Two-Weapon Fighting should have the bonus feat designator as well - mindless critters don't get any other kind.

Prisim Golem: Immune to any spell that allows power resistence?

WhiteKnight777
2006-07-11, 10:08 PM
I seem to remember a Prismatic Golem being published somewhere. I'll see if I can dig it up.

Thray
2006-07-11, 10:14 PM
I believe prismatic golem is in MM3.

A few things about the Magma Golem: first, do cold spells no longer allow saves at all, or is only the slow effect of the cold spell that allows no save? Second, the lava healing ratios seem odd. Lava does 1/10 the damage if you're immersed rather than submerged, so the same ratio should apply for the healing. Maybe 2 and 20 instead of 3 and 10? Also, I think Blazing Touch should also apply any round a creature starts in a grapple with the golem.

The Demented One
2006-07-11, 10:25 PM
So is the magma golem made of magma with rock chunks, or just plain magma? Either way would be cool, but I think the plain magma golem would be a new style. Most 'magma' creatures have rock chunks. A fluid red hot golem would be freakin sweet, but a rocky-magma golem would be classic.
The latter, as its description now states.


Livewood golem: Generally speaking, any golem with Immunity to Magic requires an Antimagic field; but then again, this thing needs to be makeable by druids, who don't have the spell. Hmm.....

Deep Crystal Golem: Again, generally speaking, anything with immunity to magic usually requires Antimagic Field... although in this case, it would be Null Psionics Field....
Not in all cases. Of the core golems, stone golems have antimagic field as a spell requirement, while all have immunity to magic.


Two-Weapon Fighting should have the bonus feat designator as well - mindless critters don't get any other kind.
Fixed.


Prisim Golem: Immune to any spell that allows power resistence?
Hehe, my copy-pasting ways have finally caught up to me.


I believe prismatic golem is in MM3.
Damn, I hate it when I do that. I actually had MM3 right by me, unopened, when I made these, and now looking at it I see the only difference between the two is that mine isn't incorporeal. Hell, if you hadn't found it, and would've given it the same blinding deal the Prismatic Golem has.

Peregrine
2006-07-11, 10:33 PM
Awesome. :) I seem to be on a construct trip lately; the last two creatures I made and posted were constructs (though not golems), and I've got ideas for several more (actual golems this time) that I need to find the time to write up. So I'm grinning quite madly at seeing someone else post five rather neat golems. (And we're witnesses that you can claim independent invention of your prism golem... ;))

The Demented One
2006-07-11, 10:55 PM
So I'm grinning quite madly at seeing someone else post five rather neat golems.
More are on their way.

Dancing_Zephyr
2006-07-12, 02:12 AM
Hurray for golems.

Now that that's out of the way, I think the Magma Golem's Blazing Touch should specify melee touch attacks, rays are ranged touch attacks and it doesn't make sense that you should take damage from using one on a Magma Golem. (I haven't had much exposure to 3.5 so if that's changed disregard my statement.)

The Demented One
2006-07-12, 09:45 AM
Hurray for golems.

Now that that's out of the way, I think the Magma Golem's Blazing Touch should specify melee touch attacks, rays are ranged touch attacks and it doesn't make sense that you should take damage from using one on a Magma Golem. (I haven't had much exposure to 3.5 so if that's changed disregard my statement.)
Assuming my memory hasn't failed me, the term "touch attack" always refers to melee touch attacks unless specified otherwise.

soylentplaid
2006-07-12, 10:03 AM
The Eberron Shard golems need to be able to asplode with 1d6 points of force damage per level of spell it currently contains if it dies, to perhaps a radius of 30 feet. That'll make their use a bit more reserved, and also having detonating golems on a battlefield will be cool.

Peregrine
2006-07-12, 11:41 AM
Card Golems are lesser constructs created by apprentice mages.
...
CL 11th; Craft Construct, animate objects, antimagic field, keen edge. Price 35,000 gp; Cost 18,000 gp + 1,400 XP.
That's some apprentice...

chaiyo
2006-07-12, 10:22 PM
If these golems weren't all non-intelligent, I'd use them like so:

DM: You see an intimidating variety of tough looking golems, ranging from red-hot piles of rocks dripping volcanic liquid to one made from cut wood that seems to still have the aura living trees have, with one littler one apparently made of playing cards.
Players: Curse you. Do we get to at least roll initiative?
DM: No, because all of a sudden they break out in song.

I should make a singing golem. Or a warforged with bard levels. Anyways, to the nitpicks!

Number one: For the Magma Golem, does exposure to magma require them to actually touch magma, or does it merely mean that magma must be nearby? Also, could lava count as magma for this and more too? (Joking. After all, they are just differently named and placed.)

Two: Should a Flowstone Golem really have a Dexterity of 20? I know it's flowstone, but still, I'd put it at a modifier of +4 tops.

EDIT: Eheh. Forgot my original reason for posting.

Thray
2006-07-12, 10:28 PM
Assuming my memory hasn't failed me, the term "touch attack" always refers to melee touch attacks unless specified otherwise.

You are mostly correct. If talking about defensive things against touch attacks, such as a deflection bonus to AC, then "touch attack" means both ranged and melee touch attacks. If referring to an actual attack (chill touch requires a touch attack) then it means a melee touch attack, and will state ranged touch attack otherwise.

Fax Celestis
2006-08-19, 04:17 PM
MitP Vote: Yes

Lord Iames Osari
2006-08-27, 08:19 AM
MitP Vote: Yes.

Fax: Link issues.

LordOfNarf
2006-08-29, 10:56 PM
MitP vote: Yes

Saithis Bladewing
2006-08-31, 09:20 AM
More golem types? I can get down with that.

MitP Vote: Yes.

asromta
2006-08-31, 11:50 AM
MitP Vote: Yes

Cornugon
2006-08-31, 02:49 PM
MitP Vote: Yes

Damn it, Demented, can you make something I vote 'no' against already?

Zeal
2006-09-01, 05:26 PM
MitP vote: Yes