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Sacrath
2005-09-26, 04:25 PM
So I was looking around the monster manual for golems for a lower level party when I realized one shocking similarity between all golems I looked at. They all require the spell Geas/Quest as a requirement, which makes sense, considering how specific instructions must be to control a golem. Therefore, to keep a similar binding/instruction effect, I needed to find a spell that was similar but lower level, somehow, lesser. So, Lesser Geas it is then. Armed with this spell, I set out to make a new set of low level golems making construct construction available to everyone.

The Lesser Flesh Golem
Some time ago, there was an evil Wizard academy 'Academia Necropia' where all sorts of undead creation and sick transmutations were developed on humanoid subjects. However, there was a small amount of research done on Golem Creation, due to the availably of humanoid corpses (or at least pieces of them). One particular student, Nazrech the Unclean (a name more derived from his lack of hygiene than foul acts), took the course because he thought it would be easy in a school focused mainly on Necromancy. However, his lazy nature was not a very good match for the intensive, long and exacting rituals needed for the crafting of golems. While his classmates were selecting the perfect bodies and researching the exact rituals and designs required for their creations, Nazrech was lounging around and generally wasting time. When the time of reckoning was only 3 days away, Nazrech found himself with nothing to show for his months of “study”. Using some notes that he stole from a room mate, Nazrech hastily dug up some corpses of various creatures from the local mass-grave. A few goblins, humans and dwarves later and the lazy mage had constructed a ramshackle, and short, compilation. He animated and bound the construct with an abbreviated ritual and an underpowered set of spells. Normally, Limited Wish is used to maintain and harden the flesh used to make the golem. However, Nazrech was unable to cast this spell, and lacked the time to commission a scroll from the academy, so he replaced it with a casting of Gentle Repose, hoping to keep the golem’s body together for long enough to pass the test. However, instead of stopping the rotting of the golem’s body the spell trapped it in a perpetual state of decay. Fearing the lack of Damage Reduction would make his creation to weak, Nazrech decided to buff up his creation with a couple of castings of Shocking Grasp. His remains were found days later, in the ruins of his home, with his dwarfed stinking creation looming over them.

The first thing you notice about this creature is it's smell, it gives off an unbelievably horrid stench of over rotted meat and drying bones that waters your eyes and catches your breath in throat. The monstrosity stands about as tall as a man, and lumbers on unsteady legs. It is composed of various corpses stitched together haphazardly. A bit of goblin here, a bit of dwarf there, the rest is rotted beyond recognition, all loosely stitched together. It hisses with a watery cry and charges in your direction.

Flesh Golem, Lesser
Medium Construct
Hit Dice: 4d10+10 (30 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 18 (-1 Dex, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +3/+6
Attack: Slam +6 melee (2d6+3)
Full Attack: Slam +6 melee (2d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Berserk, Stench
Special Qualities: Darkvision 60 ft., immunity to magic, low-light vision, construct traits
Saves: Fort +1, Ref +0, Will +1
Abilities: Str 16, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 (small)
Level Adjustment: —
A Lesser Flesh golem stands about 5 foot 3 inches, and weighs about 210 pounds.
COMBAT
A Lesser Flesh Golem is a strong but slow combatant, it’s shoddy construction and poor enchantments making it little better at following instructions than a common zombie, and much more dangerous to its creator. Though the original rituals and formulae were created by a lazy caster, many frugal or lower level Wizards believe that the risks are worth the overall savings. A Lesser Flesh Golem follows simple instructions by its creator, and will defend itself if instructed to.

Berserk (Ex): When a flesh golem enters combat, there is a cumulative 2% 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 its berserk chance to 0%.
Immunity to Magic (Ex): A lesser 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.
A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.
A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point 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. For every temporary hit point gained in this manner, the Lesser Flesh Golem’s berserk chance goes up by 1%.
Stench (Ex): A Lesser Flesh Golem’s biological parts are trapped in a constant state of decay. The rotting flesh gives of an unnaturally horrid stench. Any creature (including the creator) within 30 feet of the Lesser Flesh Golem must make a DC 14 Fortitude check or become Sickened for 2d4+1 rounds. Any creature immune to poison is immune to a Lesser Flesh Golem’s stench.

Construction: The body of a Lesser Flesh Golem is a hasty collection of decayed (but not skeletal) body parts from various humanoid corpses. The ritual is similar to the one for creating a normal Flesh Golem, but abbreviated, simplified and underpowered. The corpses of at least 6 different humanoid creatures must be assembled and stitched together, requiring a DC 10 heal or Craft (Leatherworking) check. Also, special ungents and and bindings (worth 500 gp) are required.

CL 8th; Craft Construct, animate dead, bull's strength, gentle repose, lesser geas; Price: 8,500 gp, Cost: 4,500 gp + 320 xp.

Sacrath
2005-09-27, 10:38 AM
Dunewalker Golem
In the arid Charathi Deserts, the halfling tribes were in trouble. Due to recent climate shifts most of the oiasis locations the tribe knew about had dried up, causing the long held set of landmarks and paths to become useless. The halflings prayed to Sumartak (essensially Farlagahn, a god of travel and nomads) to show them a new path for the survival of thier tribe. The next day, a teleporting error brought a party of adventurers to the small tribe. The party was looking for a tomb in the area and the tribe agreed to tell them the location in exchange of helping them locate new water sources. Not wanting to waste any more time on searching for water in an unfamiliar land, the mage instead created a golem out of sand and canvas, hardwired for the purpose of finding water. The mage told the halflings that the golem would search the desert and if it found water, it would return, ring a bell the mage set up, and then walk back to the water source. Seeing this as a response from thier god, the halflings agreed and waited patiently for the odd creation to return. Almost a week after the golem left, the last drop of water was used by the tribe. Just as they were packing up to wander and look for water themselves, the compact shape of the golem was seen. It trudged in to the village, rang the bell with one clear peal, and turned back the way it came. Overjoyed, they halflings followed thier "savior" and brought the bell with them. Eventually, with the help of the golem, the halflings controlled all of the major oasises along a major trade route. One sorcerer born to the tribe finally learned how to replicate the original plans for the golem and started making copies, halfling sized, for the defense of the now large nation. Rumor has it that the original still walks the sands, on its never ending search for new water.

A squat humanoid shape, aperently made of sand, moves with purpose toward you. It is unarmed and its only garments are a few scraps of canvas here and there. Its eyes are multifacited rubies, sparkling in the desert sun.

Dunewalker Golem
Small Construct
Hit Dice: 6d10 (30 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 17 (+1 Dex, +1 Size +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +6/+7
Attack: Slam +7 melee (1d8+1 plus wound)
Full Attack: Slam +7 melee (1d8+1 plus wound)
Space/Reach: 5 ft./5 ft.
Special Attacks: Wound, Duststorm
Special Qualities: Darkvision 60 ft., immunity to magic, immunity to piercing, low-light vision, DR 5/adamantine, autonomous, construct traits
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 12, Dex 14, Con -, Int -, Wis 11, Cha 1
Skills: Hide +10*
Feats: -
Environment: Warm Deserts
Organization: Solitary
Challenge Rating: 5
Treasure: 2 Rubies (500 gp each)
Alignment: Always neutral
Advancement: 6-8 (small)
Level Adjustment: —
A Dunewalker Golem Stands about 3 foot tall and weighs about 90 pounds.
COMBAT
A Dunewalker Golem is a fierce and meticulous combatant, if programmed to fight, if not it will follow its pre-programmed instructions to the letter, even if those instructions insure its destruction. If instructed to fight, the Dunewalker Golem usually leads off with its blinding Duststorm ability followed by wounding as many foes as possible. If the Dunewalker Golem takes significant damage it will hide until its Duststorm ability is usable again.
Wound (Su): A Dunewalker’s slam attacks are particularly vicious if in a desert environments. If a Dunewalker golem deals damage with its slam attack while in a desert environment the victim must succeed on a DC 16 Fortitude save or the wound cakes with salt, making the wound unable to be healed for 24 hours by any means. This effect is a curse and can be dispelled by any effect that removes curses (Break Enchantment, Remove Curse, ect.).
Duststorm (Ex): As a standard action, a Dunewalker golem can kick-up a blinding torrent of sand in a 15 foot circle centered on the Golem. Anyone caught in the storm takes 1d8 damage and must succeed on a DC 12 fortitude save or be blinded for 2d4 rounds. If a Dunewalker Golem uses this ability it can not use it again for 2d4+2 rounds.
Immunity to Magic (Ex): A Dunewalker 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 Create Water spell (if used in this way, all of the water the spell creates is absorbed by the golem) or any spell that does Cold Damage slows a Dunewalker Golem (as the Slow spell) for 2d4 rounds (no save).
A magical attack that deals Fire Damage dispels any slow effect on the Dunewalker Golem and heals the Dunewalker Golem for 1 hit point for every 3 hit points of damage the spell would have normally caused. Any damage healed over the Dunewalker’s hit point maximum is gained as temporary hit points.
Autonomous(Ex): Dunewalker Golems were designed for long term scouting/patrolling missions for semi-nomadic desert tribes. To lower the cost of creating the Golem, the ritual was altered in such a way as to 'program' all of the actions into the Golem at creation. Only a simple string of commands and causalities can be set for each Golem. These include length and distance of scouting missions, whether to attack or not, and whether stealth is needed. If instructed to attack, the Dunewalker Golem will follow the tactics in its Combat section unless specifically programed otherwise. The creator (and only the creator) can change the programing of a Dunewalker golem with a ritual requiring 100 gp worth of ruby dust and 24 hours.

Skills: A Dunewalker Golem's sandy composition gives it a +8 bonus to hide checks in desert enviroments.

Construction
A Dunewalker Golem's body is made from 90 lbs of dry common desert sand and canvas. Part of the ritual creates the body from it's base materials so there is no need to craft the body. However, the creator must supply 2 rubies worth at least 500 gp each for the golem's eyes and 100 gp worth of ruby dust in order to program the golem. During creation the creator must program all instructions for the golem (see Autonomous), most are set on a continous loop, but golems created for a one time purpose can be created.

CL 8; Craft Construct, bestow curse, gust of wind, lesser geas, stone shape; Price 14,000; Cost 6450 and 516 exp.

Sacrath
2005-09-28, 02:49 PM
Mirror Golem
The Mirror Golem was originally created by a Diviner that got tired of carrying his mirror around during adventures. One day, while tracking an Anchient Blue Dragon he pulled out his mirror only to find it had broken during the battle. Not wanting to abandon the dragon's horde while he went to go buy a new one, he instead decided to end the cumbersomeness of the component once and for all. Drawing upon a tome he found in the dragon's library about golem creation, he used the horde's resources to build his creation. Being built from a much used focus component, the tiny construct gained an affinity for scrying magic that the mage found very usefull to his efforts. Years later the old mage retired and sold the golem to an Arcane Trickster friend of his who needed it's protection from scrying magic to hide from his past enemies. From him the knowledge of these tiny but useful golems spread.

A tiny, very shiney, humanoid shaped construct glitters in the flickering light. Apperently made from shards of mirror, it stands barely 2 foot high, and sports a flat expressionless face and thin 2 clawed hands and feet. It moves smoothly, with the sound of glass on glass scrathing with it's every movements.

Mirror Golem
Tiny Construct
Hit Dice: 2d10 (10 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 14 (+2 Dex, +2 Size), touch 14, flat-footed 12
Base Attack/Grapple: +2/-8
Attack: Claw +2 melee (1d2-2 + bleeding wounds)
Full Attack: Claw +2 melee (1d2-2 plus bleeding wounds)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Bleeding wounds
Special Qualities: attract scrying, DR 5/adamantine and bludgeoning, Darkvision 60 ft., alternate form, crystal construction immunity to magic, light-bending body, low-light vision
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 7, Dex 14, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-5 (tiny)
Level Adjustment: —
A Mirror golem in golem form stands about 2 foot high and weighs 7 lbs.
COMBAT
A mirror golem generally stays out of combat, but if instructed to fight it tries to wound as many people as possible, hoping to bleeding them slowly to death, relying in it’s damage reduction and light bending qualities to keep it from harm.
Bleeding Wounds (Ex): A wound caused by a Mirror golem’s claw attack is exceedingly deep and will not stop bleeding until magical healing is cast upon the creature. For each time a Mirror Golem did damage, the creature in question takes additional damage a round until magical healing can be found.
Attract Scrying (Su): A Mirror Golem’s body is particularly attuned to Scrying magic. Any attempt to cast a scrying spell on any person or object within 100 feet of the Mirror Golem requires the caster to make a DC 25 caster level check or instead have the spell focused on the golem, thus incurring the Mirror Golem’s special reaction to Divination Spells listed in the Immunity to Magic section.
Alternate Form (Ex): As a full round action a Mirror Golem can change between golem form and mirror form. In mirror form the golem is transformed into a 2 foot by 4 foot mirror suitable for use as the arcane focus component for the Scrying spell, if used in this way, the Mirror Golem confers a +2 Circumstance bonus to the save DC to resist the spell. A Mirror Golem in mirror form loses its dex bonus to AC, its light-bending body special quality and can not see.
Crystal Construction : A Mirror Golem is considered a crystalline creature for the purposes of such spells such as shatter and has no immunity to spells or effects that specifically do damage to crystalline creatures.
Immunity to Magic (Ex): A Mirror 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 Mirror Golem has no immunity to spells or effects that specifically damage or destroy crystalline creatures (see Crystal Construction).
Any spell with the [Light] descriptor cast upon a Mirror Golem has no effect and has a 30% chance to reflect those spells back on the caster.
Any spell with the Scrying descriptor focused on the Mirror Golem, either intentionally or through the Mirror Golem's attract scrying ability, shows the caster of that spell nothing except a 2 foot by 4 foot silver mirror on a white background reflecting the caster's face.
Light-bending body (Ex): A Mirror Golem’s body naturally bends light granting it Displacement (50% miss chance). This does not stack with any other miss chance due to concealment.

Construction:
A Mirror Golem's body is constructed out of the shards of a broken 2 foot by 4 foot silver mirror worth at least 1,000 gp. The shards are glued together with a special magical bonding agent that requires rare substances worth 2,000 gp and a DC 15 Craft (Alchemy) check, a failure resulting in the loss of all components. Once the bonding agent is made the shards must be properly arranged with a DC 15 Craft (Jewlery Making) or Craft (Pottery) check. A failure on this check requres that the entire body be made again.

CL 8; Craft Construct, blur, false vision, keen edge, lesser geas, scry; Price: 40,000 gp Cost: 21,500 gp and 1480 xp