Oh, thanks!
I wouldn't call it sad so much as weird. Why advance exactly one golem? And if you're doing that, why stone golem? Why not the more powerful iron golem, the classic clay golem, or maybe do something clever with a Huge flesh golem?Yes, I noticed that, but that is not less sad.
Yeah, there's plenty of fantasy dynamics we take for granted that would make pretty neat worldbuilding ideas if we took them seriously.
Same thing that humans can do with the Swim skill. Well, I guess there's air on top of most water humans can stick their head into, but they can also dive underwater by holding their breath.
First off, you obviously don't play this in a campaign that isn't water-centric. Playing a freaky fish guy in a typical dungeon-crawler isn't completely invalid, but come on. The exact balance of water:land and how the two are combined (coastal city? pirate ship? Atlantis?) is going to strongly influence how I would handle this.So, water you thinking of the locathah? Would you play it without RHD? How do you plan to offset its deep-runnning (even if deep-walking would be more accurate here) issues?
Beyond that, this isn't a very interesting monster to theorcraft for. Maybe I could sketch a primitive SCOBA apparatus for when you're forced out of the water in the early levels? The chassis is pretty good; you get a few +2 to ability scores, some solid natural armor, and a remarkable swim speed.