PDA

View Full Version : [Creature] Flesh-Grafted Golems



The Demented One
2006-08-06, 04:56 PM
Sacredflesh Golem
Size/Type: Large Construct
Hit Dice: 14d10+30 (105 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 26 (-1 size, +1 Dex, +16 natural), touch 10, flatfooted 25
Base Attack/Grapple: +10/+20
Attack: Slam +15 melee (2d8+6)
Full Attack: 2 Slams +15 melee (2d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Touch of the undying, gaze of the undying, disrupting slam
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, DR 10/targath, immunity to magic, manifest healing
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 22, Dex 12, Con –, Int –, Wis 11, Cha 10
Skills: –
Feats: –
Environment: Any
Organization: Solitary
Challenge Rating: 12
Treasure: Salvaged Grafts (See Below)
Alignment: Always Neutral Good
Advancement: 15-20 HD (Large), 21-28 HD (Huge)
Level Adjustment: –

Sacredflesh Golems are construct guardians of Aerenal. Their construction incorporates the donated flesh of deathless, which gives them an artificial “life”–not the true state of life, like that of the warforged, but something close to it. They resemble iron golems, though their armor is more silvery in color, but their head and arms are covered in a pale white, artificial skin grown from the deathless, a masterwork of graftmaking. Sacredflesh Golems are exceedingly rare; only six are known to have been made, all residing as guards in Shae Mordai, the Aereni City of the Dead.

Touch of the Undying (Su)
Once per hour, as a standard action, a Sacredflesh Golem may make a touch attack. A living creature touched gains fast healing 3 for seven rounds. An undead hit by your touch attack loses 3 hp per round for seven rounds.

Gaze of the Undying (Su)
A Sacredflesh Golem has a gaze attack, with a range of 30 ft. A creature caught in the gaze must make a DC 17 Will save or become frightened for 1d4 rounds. Even if it successfully saves, it is shaken for 1 round. The save is Charisma based. A creature that successfully saves against the Sacredflesh Golem’s gaze is immune to that golem’s gaze for 24 hours.

Disrupting Slam (Su)
A Sacredflesh Golem’s slam attacks function as disruption weapons. However, the save DC for them is 17. The save is Charisma based.

Immunity to Magic (Ex)
A Sacredflesh Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against it, as noted below. Spell that use negative energy to cause damage, such as inflict light wounds or harm damage a Sacredflesh Golem, and prevent the golem from using any of its special attacks for 3 rounds. Spells that use positive energy to heal, such as cure light wounds and heal, heal a Sacredflesh Golem, though only half as much as normal, and restore use of its special attacks to it if it has lost them.

Manifest Healing (Su)
While in an Irian Manifest zone, a Sacredflesh Golem gains fast healing 3.

Construction
The body of a Sacredflesh Golems is made from 4,000 pounds of iron, worth 5,000 gp, alloyed with 500 pounds of alchemical silver, worth 3,000 gp. Assembling the golem’s body requires a DC 20 Craft (armorsmithing or weaponsmithing) check. A layer of deathless flesh, created from materials worth 2,000 gp, must be grafted on top of the assembled body, requiring a DC 20 Heal check.

CL 15th. Craft Construct, Deathless Fleshgrafter. antimagic field, bull’s strength, control deathless*, create deathless*, fear, heal, creator must be able to turn undead. Cost 57,500 gp + 3,800 xp. Price 95,000 gp.
*From Eberron Campaign setting

Salvaging Grafts
Deathless grafts can be salvaged from the remains of a destroyed Sacredflesh Golem by characters with the Deathless Fleshgrafter feat, as long as it has not been completely destroyed by an effect like the disintegrate spell. Only arm of the ancestor and deathless visage grafts can be salvaged this way. Salvaging a graft requires a DC 25 Heal check and takes one day per 1,000 gp of the graft’s price. A total of one deathless visage and two arms of the ancestor can be harvested from the golem.

Zilbound Golem
Size/Type: Huge Construct (Air, Earth, Fire, Water)
Hit Dice: 16d10+40 (125 hp)
Initiative: -2
Speed: 40 ft. (8 squares), burrow 20 ft., fly 20 ft. (clumsy), swim 20 ft.
Armor Class: 26 (-2 size, -2 Dex, +20 natural), touch 6, flatfooted 26
Base Attack/Grapple: +12/+32
Attack: Slam +22 melee (3d6+12 plus energy slam)
Full Attack: 4 Slams +22 melee (3d6+12 plus energy slam)
Space/Reach: 15 ft./15 ft.
Special Attacks: Burn, energy slam, push
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, DR 5/-, immunity to cold and fire, immunity to magic, elemental mastery
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 34, Dex 6, Con –, Int –, Wis 11, Cha 1
Skills: –
Feats: –
Environment: Any
Organization: Solitary
Challenge Rating: 17
Treasure: Salvaged Grafts
Alignment: Always True Neutral
Advancement: 17-25 HD (Huge), 26-32 HD (Gargantuan)
Level Adjustment: –

The Zilbound Golem is a masterwork of the gnomish Power of Purity organization. Carved from a single massive, night blue Khyber dragonshard, elemental flesh has been grafted and manipulated to form the four arms of this construct–one for each element. Only a single Zilbound Golem is known to exist, guarding the highest secrets of Power of Purity.

Burn (Ex)
A creature or object struck by a Zilbound Golem’s fire arm must make a DC 18 Reflex save or catch on fire for 1d4 rounds. The save is Constitution based.

Energy Slam (Su)
Each of a Zilbound Golem’s arms deals an additional 1d6 points of energy damage on a successful hit. The type of energy depends on the arm that deals the damage. The air arm deals electricity damage, the earth arm deals acid damage, the fire arm deals fire damage, and the water arm deals cold damage.

Push (Ex)
A Zilbound Golem may start a bull rush maneuver without provoking an attack of opportunity.

Elemental Mastery (Ex)
Airborne creatures take a -1 penalty on ranged attacks made against a Zilbound Golem. The golem gets a +1 bonus on attack rolls, damage rolls, and Strength checks if both it and its opponent are either touching the ground or touching a body of water.

Immunity to Magic (Ex)
A Zilbound Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against it, as noted below. Spells that deal acid, cold, fire, or electricity damage heal the golem 1 hp for every 3 damage that would normally have been dealt. A control wind spell cast on the golem causes it to lose its fly speed and causes its air arm to lose its energy slam ability for 3 rounds, though being healed 5 points of damage by electricity damage restores them. A stone to flesh spell cast on the golem causes it to lose its DR and burrow speed, and causes its earth arm to lose its energy slam and push abilities for 3 rounds, though being healed 5 points of damage by acid damage restores them. A quench spell cast on the golem causes its fire arm to lose its elemental slam and burn abilities for 3 rounds, though being healed 5 points of damage by fire damage restores them. A control water or horrid wilting spell cast on the golem causes it to lose its swim speed and causes its water arm to lose its energy slam ability for 3 rounds, though being healed 5 points of damage by cold damage restores them.

Construction
A Zilbound Golem’s body is crafted from a single massive Khyber dragonshard, worth 20,000 gp. Assembling the body requires a DC 20 Craft (Gemcutting) check. Flesh from one elemental of each kind must be grafted on top of the body, worth a total of 10,000 gp, requiring a single DC 20 Knowledge (Arcana) check.

CL 13th. Craft Construct, Elemental Binding, Elemental Grafter. antimagic field, chain lightning, control water, delayed blast fireball, elemental body*, limited wish, move earth. Cost 130,000 gp + 8,000 xp. Price 200,000 gp.
*From Spell Compendium

Salvaging Grafts
Elemental grafts can be salvaged from the remains of a destroyed Zilborn by characters with the Elemental Grafter feat, as long as it has not been completely destroyed by an effect like the disintegrate spell. Only buffeting fists, earth glider, hands of flame[i], and [i]oceanic adaptation grafts can be salvaged this way. Salvaging a graft requires a DC 25 Knowledge (Arcana) check and takes one day per 1,000 gp of the graft’s price. A total of one graft of each type can be harvested from the golem.

Plantborn Golem
Size/Type: Medium Construct
Hit Dice: 8d10+20 (65 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 18 (+8 natural), touch 10, flatfooted 18
Base Attack/Grapple: +6/+11
Attack: Slam +11 melee (1d10+5) or grappling vine + 5 ranged
Full Attack: 2 Slams +11 melee (1d10+5) or grappling vine + 5 ranged
Space/Reach: 5 ft./5 ft.
Special Attacks: Grappling vine
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, DR 5/adamantine, immunity to magic, rootlegs, vulnerability to fire
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 20, Dex 8, Con –, Int –, Wis 11, Cha 1
Skills: –
Feats: –
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always True Neutral
Advancement: 9-13 HD (Medium), 14-18 HD (Large), 19-25 HD (Huge)
Level Adjustment: –

Plantborn Golems are a synthesis of magically animated ironwood and still-living plants grafts. Not fully alive as a warforged, but with organic components, Eldeen druids use these golems as guards and warriors. Somewhat more prolific than other graftgolems, these constructs are still relatively rare–about two or three dozen are thought to exist, scattered throughout the reaches. Each seems to be a wooden carving of a man, with rootlike legs and a winding vine extending from one of the arms.

Grappling Vine (Ex)
As a standard action, a Plantborn Golem may fire out a thick vine as a ranged attack with a range of 10 ft. If it hits its opponent, it may immediately begin a grapple without provoking an attack of opportunity. The vine has a grapple modifier of +15. Each round the golem grapples a creature, the vine constricts it, dealing 1d6+5 points of damage. If the ranged attack misses, or the grapple ends, the vine retracts. Once the golem has used the vine to grapple a creature, it may not fire out any more vines. In addition, the golem may use the vine to grab and reel in unattended objects within 10 ft. of it, bringing it to the golem’s hand. The vine can be attacked, its has hardness 5 and 20 hp. A damaged vine fully regenerates in 8 hours, a severed vine grows back in a week.

Immunity to Magic (Ex)
A Plantborn Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against it, as noted below. Any spell that deals fire damage affects it normally and deals extra damage. Antiplant shell, blight, and control plants all affect the golem as if it were a plant. A plant growth spell restores the golem to full health and regenerates its grappling vine if it has been severed.

Rootlegs (Ex)
As an immediate action, a Plantborn Golem may extend roots from its legs into the ground, firmly rooting it. Its speed drops to 5 ft., and it may not make a 5 ft. step. However, it gains a +8 bonus on checks to avoid being moved in any way, such as bull rush or trip checks. The golem must be on a solid surface to use this ability. If it uses it while on soil, it gains fast healing 3 for the first round it is rooted. Retracting the roots is a swift action.

Construction
A Plantborn Golem’s body is made from 350 pounds of high quality darkwood, worth 2,500 gp, which is transmuted to ironwood during the creation process. Assembling the body requires a DC 15 Craft (Woodworking) check. Flesh from various plant creatures, worth 500 gp, must be grafted on top of the assembled body, requiring a DC 15 Knowledge (Nature) check.

CL 15th. Craft Construct, Eldeen Plantgrafter, animate plants, control plants, entangle, ironwood, liveoak, plant growth. Cost 13,000 gp + 800 xp. Price 20,000 gp.

Salvaging Grafts
Plant grafts can be salvaged from the remains of a destroyed Plantborn Golem by characters with the Eldeen Plantgrafter feat, as long as it has not been completely destroyed by an effect like the disintegrate spell. Only grappling vines and rootlegs grafts can be salvaged this way. Salvaging a graft requires a DC 20 Knowledge (Nature) check and takes one day per 1,000 gp of the graft’s price. A total of one of each graft can be harvested from the golem.