A Monster for Every Season: Summer 2
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    OldWizardGuy

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    Default Revised Golems (Iron, Silver), New: Flesh

    0. Rationale, Golem Subtype, Iron Golem
    1. Silver Golem
    2. Flesh Golem

    Spoiler: Rationale For Changes
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    0)Inspired by this thread, where a monster's CR should be as close as possible to its HD. I see the sample revised iron golem as having LA+2.

    1) Constructs are effectively animated objects; they should have hardness rather than damage reduction (except maybe in the case of flesh golems).

    2) I'm becoming less and less fond of the mindless (i.e. no Intelligence score) quality for creatures; everyone deserves feats and skillpoints! :) Oozes and vermin should have animal intelligence. Golems are often depicted in fiction/computer games as being able to speak to their masters' guests/intruders, and even in the lore they are meant to be animated by bound elemental spirits (and elementals have Intelligence scores!). I'm scrapping the bound spirit thing anyways as well, though.

    3) Constructs and undead should have Constitution scores, for simplicity's sake.

    4) While I'm at it, I've been frustrated when homebrewing monsters due to how sparing most creature types are with skill points. I may eventually switch to Pathfinder due to its streamlined skill list, but for now I'm going to give golems +2 skill points per die (4 total, like undead), in addition to other benefits.

    5) And since I'm butchering so many of the classic features of the iron golem, I'm replacing the breath weapon and altering the magic immunity :D. Were these based off of a classic reference of some kind in the first place?

    Golems
    Spoiler: Golem Subtype, Berserk Golems, Integrated Items
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    Golems are constructs with the golem subtype, built primarily to serve and protect. They obey their creators (or clients they are sold to by their creators) without question.

    A golem is almost always lawful, but its alignment otherwise matches its creator's alignment.

    Golems speak any one language spoken by their creators (usually Common). Certain golems (particularly those used for domestic or diplomatic purposes) may speak additional languages.

    Spoiler: Golem Subtype Traits and Features
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    Features
    A golem has the features of a normal construct, except as follows (and unless otherwise noted in a creatureís entry).

    • Base attack bonus equal to total Hit Dice (as fighter).
    • Good Fortitude and Will saves.
    • Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.

    Traits
    A golem possesses construct traits (except as noted below and in a creatureís entry).

    • Enchanted (Ex): Golems receive Enchanted as a bonus feat (they need not meet its prerequisites).
    • Eternal (Su): Unlike normal constructs, a golem heals naturally as though it were a living creature. It cannot be healed by positive energy, but mending heals it for 1 hit point per caster level (maximum 5) and make whole heals it for 10 hit points per caster level (maximum 100). They can still be repaired as normal by the Craft Construct feat, and still benefit from fast healing.
    • Hardness (Ex): All golems possess some amount of hardness.
    • Powerful Build (Ex): A golem is treated as a creature of its actual size or as a creature one size larger, whichever is most beneficial to the golem at the time.
    • Proficiencies (Ex): A golem is proficient with its natural weapons and any integrated items.
    • Rock Throwing (Ex): Golems can hurl boulders at distant targets (especially airborne foes). A golem of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The size of the range increment varies with the golemís variety.
    • Spell Resistance (Su): All golems possess spell resistance equal to their character level +10.

    Berserk Golems
    These golems were crafted by incompetent wizards. Ostensibly loyal, they eventually break free or become obsessed with completing specific tasks to the point of indomitable madness. They have the ability to rage as barbarians of their character level, and do so freely and often as they lay waste to everything around them.

    Integrated Items
    When crafting a golem, its creator may permanently integrate masterwork or magic items into the creature. These are typically arms or armour but may also include ability-enhancing items (e.g. a headband of intellect +2) or similar. The benefits from integrated items overlap (do not stack) with the benefits from items the golem carries or wears. Integrated weapons count as either natural weapons or manufactured weapons for the golem, whichever is most beneficial for a given purpose. Integrated items cannot be sundered, disarmed, or otherwise removed from their golem. n.b. an integrated item that provides an Intelligence bonus also increases the golem's skill points.

    Sample golems with integrated items could include a golem with a masterwork bastard sword and shield, or a golem armed with magic weapons.

    IRON GOLEM
    Spoiler
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    GOLEM, IRON
    LARGE CONSTRUCT (Golem)
    Hit Dice: 18d10+162 (261 hp)
    Initiative: +4
    Speed: 40 ft. (6 squares)
    Armor Class: 35 (+14 natural, +12 masterwork full plate, -1 size), touch 9, flat-footed 35
    Base Attack/Grapple: +18/+35
    Attack: Masterwork greataxe +30 melee (4d6+17/(19-20)/x3) or rock +21 ranged (2d8+13) or slam +30 melee (1d8+13)
    Full Attack: Masterwork greataxe +30/+25/+20/+15 melee (4d6+17/(19-20)/x3) or rock +21 ranged (2d8+13) or 2 slams +30 melee (1d8+13)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Breath weapon, elemental conduction, rock throwing
    Special Qualities: Construct traits, darkvision 60 ft., golem traits, hardness 10, low-light vision, powerful build, rust vulnerability, spell resistance 28
    Saves: Fort +22, Ref +8, Will +14
    Abilities: Str 28, Dex 10, Con 28, Int 10, Wis 12, Cha 10
    Skills: Intimidate +21, Listen +24, Sense Motive +22, Spot +24
    Feats: Alertness, EnchantedB, Great Fortitude, Improved Critical (greataxe), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
    Environment: Any
    Organization: Solitary, escort (2-4), or guard (3-6)
    Challenge Rating: 18
    Treasure: None
    Alignment: Always lawful (any)
    Advancement: 19-30 HD (Large)
    Level Adjustment: +2 (cohort)

    Your party rogue has not yet started picking the lock to the wizard's sanctum, when a towering armoured construct of black iron strides out of the shadows. Moving with a speed belied by its size, it hefts a tremendous greataxe and speaks in a stern and booming hollow voice - "INTRUDERS. HALT."

    Iron golems are the ultimate wardens. Fabulously expensive to craft, they offer unbreakable loyalty and tremendous skill in combat. An iron golem uses its keen senses and Intimidating presence to keep its master's foes at bay.

    Combat
    An iron golem fights at the direction of its creator, otherwise unleashing its breath weapon freely and striking down the nearest foes in melee.

    The sample iron golem was provided with a masterwork greataxe and a masterwork suit of full plate as integrated items.

    Note that the iron golem's Armour Class and attacks all include a +4 enhancement bonus from the Enchanted feat.

    An iron golem's natural weapons, as well as any weapons its wields, are treated as being cold iron and magic for the purpose of overcoming damage reduction.

    Breath Weapon (Su)
    An iron golem's breath weapon varies according to its current elemental affinity (see Elemental Conduction, below). Once an iron golem uses its breath weapon, it must wait 1d4 rounds before using it again. The save DCs are Constitution-based.

    Spoiler: Breath Weapons
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    Standard
    10-foot spread, hollow and terrifying metallic roar dealing 18d6 sonic damage, Fortitude DC 28 for half. Creatures that fail their Fortitude saves are stunned for 1 round and deafened for 1d4 rounds.

    Charged
    As chain lightning (caster level 18th). Reflex DC 28 half.

    Frigid
    60-foot cone, damage 18d6 cold, Reflex DC 28 half. Creatures that fail their Reflex save are slowed as the spell (caster level 18th).

    Molten
    As incendiary cloud (caster level 18th), centred on the golem. Reflex DC 28 half.

    Elemental Conduction (Su)
    Elemental damage that overcomes an iron golem's hardness is absorbed into the creature's structure, granting it a certain elemental affinity for the remainder of the encounter (or until it takes a different type of elemental damage and switches to a different elemental affinity). The save DCs are Constitution-based.

    Spoiler: Elemental Affinities
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    Charged
    Any electricity damage that overcomes an iron golem's hardness charges it with electrical energy. The golem gains a deflection bonus to its Armour Class equal to its Constitution modifier, acts as though hasted, is immune to electricity, and deals an additional 2d8 points of electricity damage with its natural weapons and melee weapons. Creatures hitting a golem with natural weapons or unarmed attacks take electricity damage as though hit by the golemís attack.

    Frigid
    Any cold damage that overcomes an iron golem's hardness chills the creature so intensely that it burns. The golem is immune to cold, and deals an additional 2d8 points of cold damage with its natural weapons and melee weapons. Any creature struck by the golem must succeed on a DC 28 Fortitude save or be slowed as the spell (caster level 18th). Creatures hitting a golem with natural weapons or unarmed attacks take cold damage as though hit by the golemís attack, and are slowed unless they succeed on a Fortitude save. However, the golem becomes so brittle that its hardness is reduced to 5.

    Molten
    Any fire damage that overcomes an iron golem's hardness heats the creature until it is red-hot. The golem is immune to fire, gains fast healing 10, and deals an additional 2d8 points of fire damage with its natural weapons and melee weapons. Any creature struck by the golem must succeed on a DC 28 Reflex save or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. Creatures hitting a golem with natural weapons or unarmed attacks take fire damage as though hit by the golemís attack, and also catch on fire unless they succeed on a Reflex save. However, the golem becomes so soft that its hardness is reduced to 5.

    Hardness (Ex)
    An iron golem is forged of pure cold iron. Fire, electrical and ranged weapon attacks (other than siege weapons and similar attacks) deal half damage to iron golems; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to iron golems; divide the damage dealt by 4 before applying the hardness.

    Powerful Build (Ex)
    An iron golem is treated as a creature of its actual size or as a creature one size larger (Huge for the sample golem), whichever is most beneficial to the iron golem at the time.

    Rock Throwing (Ex)
    The range increment is 140 feet for an iron golemís thrown rocks.

    Rust Vulnerability (Su)
    A rusting grasp spell, rust monster's touch, and similar effects each deal 1d4 points of Constitution damage to an iron golem with each such attack. This ignores a construct's usual immunity to ability damage.

    Construction
    Spoiler
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    An iron golemís body is sculpted from 5,000 pounds of pure cold iron, smelted with rare tinctures and admixtures costing at least 20,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.

    The iron golem must be provided with a suit of Large full plate armour and a Large weapon, both of which must be forged from cold iron as well as either masterwork or magical (see Integrated Items). The cost of these items is not included in the construction cost below.

    CL 18th; Craft Construct, fabricate, greater shout, geas/quest, major creation, wish, caster must be at least 18th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.

    Variant Iron Golems
    The artificial nature of iron golems lends them to many different designs, limited only by the imagination and skill of their creators. An iron golem might have ranks in Ride, select mount-focused feats, and be mounted on an iron golem steed (or fused to one to form an iron golem centaur). Another might select weapon focus and similar feats, or have more than two arms and select Multiweapon fighting. Some iron golems might have a breath weapon that fires a line of shrapnel, others might be forged with vicious spiked armour. The possibilities are endless!

    Adamantine Golems
    These golems are forged from adamantine. They have at additional Hit Dice, Strength, and Constitution as well as hardness 20. They lose the rust vulnerability special quality and their weapons count as magic and adamantine for overcoming damage reduction and hardness.
    Last edited by rferries; 2017-10-16 at 09:26 PM.

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    NecromancerGirl

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    Default Re: Revised Iron Golem

    one note on integrated armor:
    It stacks? So I can integrate my old +4 plate, then let it wear my old +3 plate? This can get outrageous... quickly...
    Besides that it looks nice! Would definitely play/use one of these.

    EDIT: I would give it immunity to disease and poisons back though...
    Last edited by Westhart; 2017-09-11 at 06:56 AM.
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    OldWizardGuy

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    Default Re: Revised Iron Golem

    Quote Originally Posted by NothingAbnormal View Post
    one note on integrated armor:
    It stacks? So I can integrate my old +4 plate, then let it wear my old +3 plate? This can get outrageous... quickly...
    Besides that it looks nice! Would definitely play/use one of these.

    EDIT: I would give it immunity to disease and poisons back though...

    No, the benefits stack (don't overlap), so it would only gain the benefit from the +4 full plate. I was careful to add that clause - I foresaw munckins integrating stat-boosting items then equipping additional ones (2 x headbands of intellect +6 for an easy +12 Intelligence! :P).

    They're still constructs with construct traits, so even though they have Constitution scores they're still immune to poison, disease, ability damage (except from rust), etc.
    Last edited by rferries; 2017-09-11 at 02:52 PM.

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    NecromancerGirl

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    Default Re: Revised Iron Golem

    Quote Originally Posted by rferries View Post
    No, the benefits stack (don't overlap), so it would only gain the benefit from the +4 full plate. I was careful to add that clause - I foresaw munckins integrating stat-boosting items then equipping additional ones (2 x headbands of intellect +6 for an easy +12 Intelligence! :P).

    They're still constructs with construct traits, so even though they have Constitution scores they're still immune to poison, disease, ability damage (except from rust), etc.
    Ok, you want overlaps not stacks, when something stacks they add together in D&D

    Sorry about the constructs misreading XD
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    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

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    Ogre in the Playground
     
    OldWizardGuy

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    Default Re: Revised Iron Golem

    Quote Originally Posted by NothingAbnormal View Post
    Ok, you want overlaps not stacks, when something stacks they add together in D&D

    Sorry about the constructs misreading XD
    Oh dear god you're right... my dyslexia must have been acting up! And I even "corrected" you too, after you pointed it out. Sorry about that, fixed now.

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    WolfInSheepsClothing

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    Default Re: Revised Iron Golem

    Given the cost of making an iron golem, there's no reason to not equip it with a full plate armor. Armor and natural armor bonus stack, and the cost of full plate (even a golem-sized one) is trivial when compared to the cost of the golem, and it gives +8 AC which all golems should have (suggestion: rule that their natural armor already includes armor, so they won't stack, except the magic plusses). Similarly, it is cost-effective to integrate many other minor magic items. I did not mention a magic weapon because, if I calculated correctly, the greataxe they have must already be +4 for the golem to have those bonuses. I wonder how much some integrated items can affect the CR.
    Also, can integrated items be recovered if the golem is destoyed? That's important when they are used as opponents.

    Spell resistance is very low, I've never seen an 18th level caster without the feat to bypass magic resist (can't remember its english name right now). I'd give it 10 or 12 + hd. Unless it's intentional to allow for more room for advancement.

    That said, I like how this works.
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    OldWizardGuy

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    Default Re: Revised Iron Golem

    Quote Originally Posted by King of Nowere View Post
    Given the cost of making an iron golem, there's no reason to not equip it with a full plate armor. Armor and natural armor bonus stack, and the cost of full plate (even a golem-sized one) is trivial when compared to the cost of the golem, and it gives +8 AC which all golems should have (suggestion: rule that their natural armor already includes armor, so they won't stack, except the magic plusses). Similarly, it is cost-effective to integrate many other minor magic items. I did not mention a magic weapon because, if I calculated correctly, the greataxe they have must already be +4 for the golem to have those bonuses. I wonder how much some integrated items can affect the CR.
    Also, can integrated items be recovered if the golem is destoyed? That's important when they are used as opponents.

    Spell resistance is very low, I've never seen an 18th level caster without the feat to bypass magic resist (can't remember its english name right now). I'd give it 10 or 12 + hd. Unless it's intentional to allow for more room for advancement.

    That said, I like how this works.
    I originally had plans for a "Creating an Iron Golem" section, which would specify that you HAD to include a suit of armor, a weapon, a headband of intellect, etc. (along with geas, wish, etc.). I reduced it to the Integrated Items section... but I may scrap that due to the factors you've pointed out (I was dithering about how much natural armour to give them on top of an integrated suit of plate armour).

    Yep, it's certainly cost-effective to integrate; this golem is a "base" golem with just a (non-masterwork) weapon. Note that items you integrate have to be either magical or masterwork quality (ideally my masterwork homebrew version).

    The greataxe it uses benefits from the homebrewed Enchanted feat (giving it a +4 enhancement, correct!).

    Integrated items should be destroyed along with the golem, I think... depends on how the DM feels about WBL.

    Spell resistance was simply HD + 5, as a celestial creature. Could be bumped up though as you say, especially since I've removed the magic immunity special quality.

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    OldWizardGuy

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    Default Re: Revised Iron Golem

    Incidentally, does anyone know why iron golems traditionally have a poisonous breath weapon? I assume it's a reference to an old sword & sorcery novel?

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    WhiteWizardGirl

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    Default Re: Revised Iron Golem

    Quote Originally Posted by rferries View Post
    Incidentally, does anyone know why iron golems traditionally have a poisonous breath weapon? I assume it's a reference to an old sword & sorcery novel?
    Some quick research pointed me at the 1960 film Jason and the Argonauts, a film containing the Harryhausen monster Talos, a giant living metal statue, whose weak spot spurt steamy, toxic ichor when it was attacked. Maybe not 100% what it was based on, but it seems likely, considering the number of Harryhausen references in D&D monsters.

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    OldWizardGuy

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    Default Re: Revised Iron Golem

    Quote Originally Posted by ObliviMancer View Post
    Some quick research pointed me at the 1960 film Jason and the Argonauts, a film containing the Harryhausen monster Talos, a giant living metal statue, whose weak spot spurt steamy, toxic ichor when it was attacked. Maybe not 100% what it was based on, but it seems likely, considering the number of Harryhausen references in D&D monsters.
    Hmm! Talos's ichor was meant to be his immortal blood...but I can see how the film might have changed it, and then DnD changed it more. Thanks!

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    Default Re: Revised Iron Golem

    Creatures normally don't usually have hardness, they have damage reduction. Inanimate objects have hardness.

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    Default Re: Revised Iron Golem

    Quote Originally Posted by Debihuman View Post
    Creatures normally don't usually have hardness, they have damage reduction. Inanimate objects have hardness.

    Debby
    Yep! This is a specific exception/houserule; as I've mentioned it's always bugged me that animated objects have hardness but constructs don't. For golems this is particularly useful because I've removed the magic immunity special quality, so hardness still protects them against energy spells somewhat.
    Last edited by rferries; 2017-09-14 at 08:34 PM.

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    Default Re: Revised Golems (Iron, Silver)

    GOLEM, SILVER


    MEDIUM CONSTRUCT (Golem)
    Hit Dice: 12d10+72 (133 hp)
    Initiative: +10
    Speed: 40 ft. (6 squares)
    Armor Class: 29 (+4 natural, +3 enchanted, +6 Dex, +6 deflection), touch 22, flat-footed 23
    Base Attack/Grapple: +12/+22
    Attack: Rock +21 ranged (2d6+12) or slam +21 melee (1d6+12)
    Full Attack: Rock +21 ranged (2d6+12) or 2 slams +21 melee (1d6+12)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Charming gaze, rock throwing, silver nemesis
    Special Qualities: Construct traits, darkvision 60 ft., golem traits, hardness 8, low-light vision, powerful build, scintillation, spell resistance 22, unearthly grace
    Saves: Fort +22, Ref +18, Will +17
    Abilities: Str 22, Dex 22, Con 22, Int 18, Wis 12, Cha 22
    Skills: Craft (visual art) +19, Diplomacy +27, Knowledge (nobility and royalty) +19, Listen +16, Perform (any two) +21, Sense Motive +18, Spot +16
    Feats: EnchantedB, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Negotiator
    Environment: Any
    Organization: Solitary, attendants (2-4), or harem (3-6)
    Challenge Rating: 12
    Treasure: None
    Alignment: Always lawful (any)
    Advancement: 13-24 HD (Medium)
    Level Adjustment: +2 (cohort)

    The servant escorts you to the Rani's courtyard, where you find her lounging by a fountain. She is attended by a number of constructs forged from pure silver - one pouring glasses of wine, another hand-feeding grapes to her, a pair of them gently wafting fans of peacock feathers, and yet others reciting poetry, dancing sensuously, or painting portraits of her Highness.

    The constructs gleam in the sunlight and are sculpted into the forms of impossibly handsome men. Your gaze drifts down their bodies... and you suddenly blush, and then blush even more when the amused Rani catches your gaze. "Do you like them? I had them commissioned myself when I returned from conquering the rebels. My artificers agreed that I deserved some rest and relaxation..."


    Unlike other golems, silver golems are designed as companions and entertainers first and guardians second. They are equipped to serve in a variety of possible areas - artistic, social, and personal...

    Silver golems speak Common and at least four other languages.

    Combat
    A silver golem is almost always encountered in the company of its master, and fights solely to protect the latter. It attempts to lull enemies with its gaze, but is quite capable of gracefully entering melee as well.

    The sample silver golem was not provided with any integrated items apart from a headband of intellect +6, as an aesthetic choice by its creator.

    Note that the silver golem's Armour Class and attacks all include a +3 enhancement bonus from the Enchanted feat.

    A silver golem's natural weapons, as well as any weapons its wields, are treated as being silver and magic for the purpose of overcoming damage reduction.

    Charming Gaze (Su)
    As charm monster, 30 feet, Will DC 22 negates. The save DC is Charisma-based.

    Hardness (Ex)
    An silver golem is forged of pure silver. Fire, electrical and ranged weapon attacks (other than siege weapons and similar attacks) deal half damage to silver golems; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to silver golems; divide the damage dealt by 4 before applying the hardness.

    Powerful Build (Ex)
    A silver golem is treated as a creature of its actual size or as a creature one size larger (Large for the sample golem), whichever is most beneficial to the iron golem at the time.

    Rock Throwing (Ex)
    The range increment is 120 feet for a silver golemís thrown rocks.

    Scintillation (Su)
    Light-based magical attacks (including spells with the light or pattern descriptors and the prismatic spells) do not harm a silver golem. Instead, the attack is converted into a sunburst (DC 22, caster level 12th) centred on the golem that heals the golem rather than damaging it. The save DC is Charisma-based.

    A silver golem may choose to exclude any number of 5-foot squares from this sunburst effect (typically to protect its master and allies). This ability does not affect other silver golems (and therefore does not trigger additional sunbursts).

    Silver Nemesis (Su)
    A silver golem's natural weapons, as well as any weapons it wields, gain the bane property against lycanthropes, vampires, and any other creature with damage reduction/silver or other vulnerabilities to silver.

    Unearthly Grace (Su)
    A silver golem adds its Charisma modifier as a bonus to all its saving throws, and as a deflection bonus to its Armour Class. (The statistics block already reflects these bonuses).

    Construction
    A silver golemís body is sculpted from 500 pounds of pure silver, smelted with rare tinctures and admixtures costing at least 20,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check.

    A silver golem need not be provided with any integrated items during construction.

    CL 12th; Craft Construct, fabricate, geas/quest, major creation, mass charm monster, sunburst, wish, caster must be at least 12th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.

    Variant Silver Golems
    A silver golem's grace and beauty lend it towards almost-organic designs. A variant silver golem might be forged as a merfolk, naga, or other lithe and sinuous creature. Alternatively, a silver golem may take the form of an winged astral deva or other radiant celestial. As with iron golems, multi-limbed silver golems wielding multiple weapons are an option, as are silver golems with monk-like facilities with martial arts.

    Mithral Golems
    These golems are forged of mithral rather than silver. They have hardness 15, and additional Hit Dice, Charisma, and Dexterity. Due to their combined strength and agility they benefit from both the Powerful Build and Slight Build special qualities.
    Last edited by rferries; 2017-10-16 at 08:24 PM.

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    Default Re: Revised Golems (Iron, Silver)

    GOLEM, FLESH

    MEDIUM CONSTRUCT (Golem)
    Hit Dice: 12d10+72 (133 hp)
    Initiative: +7
    Speed: 40 ft. (6 squares)
    Armor Class: 20 (+4 natural, +3 enchanted, +3 Dex), touch 20, flat-footed 17
    Base Attack/Grapple: +12/+22
    Attack: Rock +21 ranged (2d6+12) or unarmed strike +21 melee (1d4+12)
    Full Attack: Rock +21/+16/+11 ranged (2d6+12) or unarmed strike +21/+16/+11 melee (1d4+12)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rock throwing, transformation
    Special Qualities: Construct traits, darkvision 60 ft., golem traits, hardness 5, low-light vision, monstrosity, powerful build, rapid healing, spell resistance 22,
    Saves: Fort +16, Ref +13, Will +12
    Abilities: Str 22, Dex 16, Con 22, Int 16, Wis 14, Cha 12
    Skills: Craft (any one) +18, Disguise +16, Hide +18, Intimidate +16, Knowledge (any one) +18, Move Silently +18, Use Magic Device +16
    Feats: EnchantedB, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Iron Will, Lightning Reflexes
    Environment: Any
    Organization: Solitary, spouses (2), or clan (3-6)
    Challenge Rating: 12
    Treasure: Standard
    Alignment: Any
    Advancement: By character class
    Level Adjustment: +2

    The creature is impossibly hideous and clearly strong enough to tear you limb from limb, yet seems surrounded by an air of noble tragedy. You find yourself moved to pity, and decide to help the golem on its quest for a mate.

    Both the pinnacle and the nadir of golem creation, flesh golems represent the first successful arcane attempt at creating new life (albeit by harvesting the dead). They are truly "alive", and can aspire to become as divine or as corrupt as any mortal.

    A flesh golem is not under any special control of its creator. If well-treated it will serve as a loyal ally and "child", but if mistreated it can become as bitter and vengeful as any creature. A rebel flesh golem can be a pitiable or terrifying foe, skulking in the shadows and flying into the occasional destructive rage.

    Flesh golems speak Common and at least three other languages, either ones they have learned from their creator or on their own travels.

    Combat
    A flesh golem is as likely to be encountered on its own as with its creator. It makes intelligent use of any magic items it has been given (or that it has acquired in its sojourn), and uses its Transformation freely.

    Flesh golems can be provided with integrated items at creation, as well as special attacks and qualities from other creatures (see Monstrosity, below).

    Note that the flesh golem's Armour Class and attacks all include a +3 enhancement bonus from the Enchanted feat.

    A flesh golem's natural weapons (including unarmed strikes), as well as any weapons its wields, are treated as magic weapons for the purpose of overcoming damage reduction.

    Hardness (Ex)
    An flesh golem's magically-treated flesh is as hard as wood. Fire, electrical and ranged weapon attacks (other than siege weapons and similar attacks) deal half damage to the golem; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to the golem; divide the damage dealt by 4 before applying the hardness.

    Monstrosity (Ex)
    A flesh golem is created using body parts harvested from multiple different creatures. Sometimes they form a cohesive whole, other times they... don't. The golem is treated as being an aberration, construct, giant, humanoid, and monstrous humanoid for all effects related to race.

    Additionally, a flesh golem can be created with the attacks and qualities of particular creatures. It might gain natural or exceptional attacks (eg. tentacles or Pounce), supernatural special attacks (e.g. a medusa's gaze if one or more of its eyes were originally from a medusa), exceptional or supernatural special qualities (e.g extra limbs to wield weapons), and so forth. These features might also include the racial traits of humans, elves, or the other standard races. Adjust the creature's CR and LA as appropriate, as well as its creature types as described above. Attacks, caster level, save DCs etc. are based off of the golem's base attack bonus, Hit Dice and ability scores.

    Finally, a flesh golem's unnatural agility grants it a Good Reflex save for its racial Hit Dice.

    Powerful Build (Ex)
    A flesh golem is treated as a creature of its actual size or as a creature one size larger (Large for the sample golem), whichever is most beneficial to the golem at the time.

    Rock Throwing (Ex)
    The range increment is 120 feet for a flesh golemís thrown rocks.

    Rapid Healing (Ex)
    A flesh golem heals hit points every hour instead of every day. Furthermore, a flesh golem is healed by both positive and negative energy.

    Transformation (Su)
    Once per encounter as a standard action a flesh golem can work itself into a transformation , as the spell (caster level = golem's HD). Whenever it does so it heals hit points equal to its Hit Dice, with any excess gained as temporary hit points that last until the end of the transformation.

    Construction
    A flesh golemís body is sculpted from at least one humanoid cadaver plus at least one cadaver of any other creature, smelted with rare tinctures and admixtures costing at least 20,000 gp. Assembling the body requires a DC 20 Heal check.

    A flesh golem need not be provided with any integrated items during construction, but any body parts used for its Monstrosity ability must be included.

    CL 12th; Craft Construct, clone, create greater undead, fabricate, magic jar, polymorph any object, wish, caster must be at least 15th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.

    Variant Flesh Golems
    Flesh golems are already so open-ended in their design that it is pointless to describe specific variants beyond those created with extra racial Hit Dice (known as "flesh colossi") or inherent class abilities (known as "Adams" and "Eves"). However, flesh golems are notable in that once they are created they advance via character class rather than racial Hit Dice, as do true mortals.

  15. - Top - End - #15
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    NecromancerGirl

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    Default Re: Revised Golems (Iron, Silver), New: Flesh

    These look nice!
    For the variant iron golem (adamantine) I would put the actual numbers, not just say they increase (you don't say how much... can I get a con of 501 )

    Oh, why the (cohort) for the iron/silver golems :P

    Scintillation (Su)
    Light-based magical attacks (including spells with the light or pattern descriptors and the prismatic spells) do not harm a silver golem. Instead, the attack is converted into a sunburst (DC 22, caster level 12th) centred on the golem that heals the golem rather than damaging it. The save DC is Charisma-based.

    I would give them the ability to exclude a 5' square for someone they are protecting... can I create a sunburst chain, or do golems in the area just heal?

    Love silver nemesis

    how many more HD, dex, and Con does a mithral golem have?

    On to flesh golems

    Monstrosity: I love this... ooh the things you can do with this

    I would give the flesh golems the slender build or powerful build depending on how it is manufactured (thus determined at creation).

    I believe all the golems should have a rapid healing type ability, whether it is flesh quickly regrowing or metal molting over

    These look really nice!
    Last edited by Westhart; 2017-10-16 at 07:19 AM.
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  16. - Top - End - #16
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    OldWizardGuy

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    Default Re: Revised Golems (Iron, Silver), New: Flesh

    Quote Originally Posted by NothingAbnormal View Post
    These look nice!
    For the variant iron golem (adamantine) I would put the actual numbers, not just say they increase (you don't say how much... can I get a con of 501 )

    Oh, why the (cohort) for the iron/silver golems :P

    Scintillation (Su)
    Light-based magical attacks (including spells with the light or pattern descriptors and the prismatic spells) do not harm a silver golem. Instead, the attack is converted into a sunburst (DC 22, caster level 12th) centred on the golem that heals the golem rather than damaging it. The save DC is Charisma-based.

    I would give them the ability to exclude a 5' square for someone they are protecting... can I create a sunburst chain, or do golems in the area just heal?

    Love silver nemesis

    how many more HD, dex, and Con does a mithral golem have?

    On to flesh golems

    Monstrosity: I love this... ooh the things you can do with this

    I would give the flesh golems the slender build or powerful build depending on how it is manufactured (thus determined at creation).

    I believe all the golems should have a rapid healing type ability, whether it is flesh quickly regrowing or metal molting over

    These look really nice!
    The "variant" stuff is meant to be open-ended so people can design golems of their own (plus every time I start calculating extra HD I feel the urge to do a full writeup for the variant, and I definitely want to avoid that haha :D). My typical rule would be: Enough HD/CR to make them Epic (for adamantine and mithral golems at least), Str/Con/etc scores increased to 10 + golem's CR... but maybe it's btter handled as racial feats e.g. "Adamantine: you were forged from adamantine." etc.

    The iron and silver golems have "cohort" to indicate they're options for Leadership (assuming your leadership score is high enough). I've become a fan of the revised LA threads in the 3.5 forum, so I aim to homebrew monsters that can work as PCs/cohorts (i.e. have CR ~ HD, few "broken" abilities compared to a PC of that level, etc.).

    Scintillation-excellent point about both being bodyguards and about chaining off of each other! Fixed.

    Flesh golems - the standard would be Powerful Build, but no reason they couldn't have both via Monstrosity (build one from kobold corpses I guess :D).

    The golems all have natural healing and mending/make whole plus some special form of healing -fire for iron golems, light for silver, rapid healing + positive & negative for flesh. I suppose there could be an "automatic repair" feat that grants fast healing too.

  17. - Top - End - #17
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    NecromancerGirl

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    Default Re: Revised Golems (Iron, Silver), New: Flesh

    Quote Originally Posted by rferries View Post
    The "variant" stuff is meant to be open-ended so people can design golems of their own (plus every time I start calculating extra HD I feel the urge to do a full writeup for the variant, and I definitely want to avoid that haha :D). My typical rule would be: Enough HD/CR to make them Epic (for adamantine and mithral golems at least), Str/Con/etc scores increased to 10 + golem's CR... but maybe it's better handled as racial feats e.g. "Adamantine: you were forged from adamantine." etc.
    Nah, don't make them feat taxes They are fine how they are.
    The iron and silver golems have "cohort" to indicate they're options for Leadership (assuming your leadership score is high enough). I've become a fan of the revised LA threads in the 3.5 forum, so I aim to homebrew monsters that can work as PCs/cohorts (i.e. have CR ~ HD, few "broken" abilities compared to a PC of that level, etc.).
    Wait, so when a monster has (cohort)... I thought that was for when it meant they were not good for PC play, as in cohort only (which I ignore anyhow)...
    Scintillation-excellent point about both being bodyguards and about chaining off of each other! Fixed.
    There goes my hall of death idea :P
    Flesh golems - the standard would be Powerful Build, but no reason they couldn't have both via Monstrosity (build one from kobold corpses I guess :D).
    Or pixies ^^
    The golems all have natural healing and mending/make whole plus some special form of healing -fire for iron golems, light for silver, rapid healing + positive & negative for flesh. I suppose there could be an "automatic repair" feat that grants fast healing too.
    Like the feat idea, although it is not necessary...
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  18. - Top - End - #18
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    OldWizardGuy

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    Default Re: Revised Golems (Iron, Silver), New: Flesh

    Huh you may be right about the cohort thing - just remove that bit then. I don't actually know, myself.

  19. - Top - End - #19
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    NecromancerGirl

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    Default Re: Revised Golems (Iron, Silver), New: Flesh

    Quote Originally Posted by rferries View Post
    Huh you may be right about the cohort thing - just remove that bit then. I don't actually know, myself.
    Yeah, I thought that was what it was supposed to be... I may be wrong though... Let's see if we can find out

    Edit: yeah, the (Cohort) part makes it not for PC's
    Last edited by Westhart; 2017-10-17 at 10:37 AM.
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  20. - Top - End - #20
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    OldWizardGuy

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    Default Re: Revised Golems (Iron, Silver), New: Flesh

    Quote Originally Posted by NothingAbnormal View Post
    Yeah, I thought that was what it was supposed to be... I may be wrong though... Let's see if we can find out

    Edit: yeah, the (Cohort) part makes it not for PC's
    Ha, good work!

  21. - Top - End - #21
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    NecromancerGirl

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    Default Re: Revised Golems (Iron, Silver), New: Flesh

    Quote Originally Posted by rferries View Post
    Ha, good work!
    Meh, I'm OCD as hell, not knowing was driving me nuts XD
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