Golems Constructs

Armored Turtle

  • Armored Turtle
  • Small Construct
  • Hit Dice: 1d10+10 (20 hp)
  • Initiative: -1
  • Speed: 10’ (2 squares)
  • Armor Class: 22 (+1 Size, +12 Natural, -1 Dex), touch 10, flat-footed 22
  • Base Attack: +0/ -3
  • Attack: Bite + 2 melee (1d3+1) or Lesser Orb of Fire +1 Ranged Touch (1d8)
  • Full Attack: Bite +2 melee (1d3+1) or Lesser Orb of Fire +1 Ranged Touch (1d8)
  • Space/Reach: 5’/ 5’
  • Special Attacks: Lesser Orb of Fire
  • Special Qualities: Construct Traits, Damage Reduction 5/ Adamantine, Dark Vision
  • 60’, low-light Vision
  • Saves: Fort +2, Ref +1, Will +2
  • Abilities: Str 12, Dex 8, Con —, Int —, Wis 11, Cha 1
  • Skills: -
  • Feats: -
  • Environments: Any
  • Organization: Solitary, Gang (2-4), or Battalion (10-40)
  • Challenge Rating: 2
  • Treasure: None
  • Alignment: Neutral
  • Advancement: 2-8 HD (medium), 9-12 HD (large)
  • Level Adjustment: -

"Before you is a clockwork turtle roughly 3 feet in diameter with a turret of some sort in its shell. Obviously it must be a Gnome creation, only they would be so gauche…"

Armored Turtles were created by the Gnomish nations to meet a need for armored soldiers, as most of their own people were unwilling to fit that description. They became immensely popular, and many variations were made, some quite large. Armored Turtle battalions were snuck into enemy territory and allowed to lay waste to it with their fire before being mothballed until the next time they were needed. Most of them are the size of a particularly fat halfling, and weigh about 200 pounds or more.

Lesser Orb of Fire (Sp): Once every other round the Turtle may 'cast' Lesser Orb of Fire from the turret in its back. Caster level is equal to the Turtles Hit Dice. Some Turtles have one of the other Lesser Orb spells, but these are rare. Medium or larger Armored Turtles are usually upgraded to the Orb of Fire spell.

Combat: Armored Turtle are pretty straight forward. They simply hold position and fire away with their Lesser Orb of Fire. If anyone gets close they bite.

Construction: An Armored Turtle is made from 235 pounds of steel treated with rare alchemical compounds costing at least 500 GP. Assembling the Body requires a DC 20 Craft (clockworks) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Lesser Orb of Fire, Caster must be 11th Level. Price 6000 GP; Cost 3000 GP + 120 XP

Electric Yak

  • Electric Yak
  • Large Construct
  • Hit Dice: 12d10+30 (150 hp)
  • Initiative: +0
  • Speed: 40’ (8 squares)
  • Armor Class: 18 (-1 Size, +9 Natural), touch 9, flat-footed 18
  • Base Attack: +9/ + 17
  • Attack: Gore + 15 melee (1d10+7)
  • Full Attack: Gore +15 melee (1d10+7)
  • Space/Reach: 10’/ 5’
  • Special Attacks: Electrified Charge
  • Special Qualities: Construct Traits, Damage Reduction 10/ Adamantine, Dark Vision 60’, Lowlight vision
  • Saves: Fort +4, Ref +4, Will +4
  • Abilities: Str 25, Dex 10, Con—, Int —, Wis 11, Cha 1
  • Skills: -
  • Feats: -
  • Environment: Any
  • Organization: Solitary, Gang (2-4), Battalion (6-30)
  • Challenge Rating: 8
  • Treasure: None
  • Alignment: Neutral
  • Advancement: 13-30 HD (large), 31-42 HD (huge)
  • Level Adjustment: -

"You see what appears to be a large clockwork Yak. The Gnomes have been busy again. The boss really doesn't pay you enough for this."

Yet another clockwork experiment by the Gnomish Nations, the Electric Yak is called by some increasing proof of their insanity. The Yaks are usually used as Cavalry, breaking through opposing forces. It looks much like a clockwork Yak made from high grade steel.

Electrified Charge (Su): When an Electric Yak charges it does 3d6+14 damage, plus an additional 2d6 electrical damage.

Combat: Electric Yaks generally Charge, and then repeatedly gore until their opponent falls or they do. They are unimaginative as fighters, but remain dangerous because of their massed numbers.

Construction: An Electric Yak is made from 2000 pounds of steel treated with rare alchemical compounds costing at least 5000 GP. Assembling the Body requires a DC 20 Craft (clockworks) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Lightning Bolt, Caster must be 11th Level. Price 60000 GP; Cost 30000 GP + 1200 XP

Whale Golem

  • Whale Golem
  • Gargantuan Construct
  • Hit Dice: 50d10+60 (560 hp)
  • Initiative: -1
  • Speed: Swim 40’ (8 squares)
  • Armor Class: 28 (- 4 Size, +22 Natural)
  • Base Attack/ Grapple: +37/ +49
  • Attack: Tail Slap + 45 melee (2d12+12)
  • Full Attack: Tail Slap +45 melee (2d12+12)
  • Space/Reach: 20’/ 15’
  • Special Attacks: Ram, Sonar Blast
  • Special Qualities: Construct Traits, Damage Reduction 15/ Adamantine, Dark Vision
  • 60’, Immunity to Magic, Low-light Vision, Blindsight 120’, Cargo
  • Saves: Fort +16, Ref +15, Will +16
  • Abilities: Str 35, Dex 8, Con , Int, Wis 11, Cha 1
  • Skills: -
  • Feats: -
  • Environment: Any aquatic
  • Challenge Rating: 16
  • Organization: Solitary
  • Alignment: Neutral
  • Advancement: -
  • Level Adjustment: -

"A huge clockwork whale bursts from the water and swims into the bay. You can hear gnomish laughter. They've been drinking again…"

The Whale Golem was developed by the Gnomish Nations as a way to explore the seas, not, we repeat not, as a drunken bet as has been widely reported. Why the Gnomes are interested in exploring the oceans is unknown, but since they have a wide range of odd behaviors manifesting in their society no one really questions it. After all there are Gnomes who collect Dragon poop. Bizarre Golems should come as no surprise. Most people believe they made it just to prove they could.

Ram (Ex): Whenever the Whale Golem does a charge it does 4d6+24 damage. If it uses this against a boat it has a 95% chance of capsizing the boat if it is 30' or less. Boats 31+ feet long have only a 50% chance.

Sonar Blast (Su): Once every 14 rounds the Whale Golem can focus it's sonar to unleash a devastating attack in a 120' cone. It loses it's blindsight ability on any turn the Blast is used. Damage is 24d8 sonic and anyone in the cones area of effect must make a DC 35 Fortitude Save or be permanently deafened. They may also make a DC 35 Reflex Save for half damage.Save DC is 10 plus half hit dice.

Cargo: The Whale Golem can hold up to 16 small creatures in its cargo hold, and contains enough air for 24 hours before it needs to resurface. Optionally it can hold cargo equal to its heavy encumbrance value.

Immunity to Magic (Ex): A Whale Golem is immune to any spell or spell like ability that allows spell resistance.

Combat: On it's own the Whale Golem will blast any threat with it's Sonar before ramming it and then bludgeoning whatever is left repeatedly. If there are Gnome riders they can give it orders of course.

Construction: A Whale Golem is made from 30 tons of steel treated with rare alchemical compounds costing at least 50000 GP. Assembling the Body requires a DC 25 Craft (clockworks) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Cacophonic Burst, Caster must be 11th Level. Price 230000 GP; Cost 115000 GP + 4600 XP

Gunpowder Golem

  • Gunpowder Golem
  • Medium Construct
  • Hit Dice: 2d10 +20 (40 hp)
  • Initiative: +0
  • Speed: 40’ (8 squares)
  • Armor Class: 10, touch 10, flat-footed 10
  • Base Attack/ Grapple: +1/ +2
  • Attack: Slam + 2 melee (1d4+1)
  • Full Attack: Slam +2 melee (1d4+1)
  • Space/ Reach: 5’/ 5’
  • Special Attacks: Berserk, Engulf
  • Special Qualities: Construct traits, Damage Reduction 10/ Bludgeoning, Dark
  • Vision 60’, Immunity to Magic, low-light vision, Explosive
  • Saves: Fort +3, Ref + 3, Will + 3
  • Abilities: Str 13, Dex 11, Con —, Int —, Wis 11, Cha 1
  • Skills: -
  • Feats: -
  • Environment: Any
  • Organization: Solitary or Gang ( 2-4) or battle group (10 –40)
  • Challenge Rating: 2
  • Treasure: None
  • Alignment: Neutral
  • Advancement: 4-8 HD (medium), 9-18 (large), 19-27 HD (huge)
  • Level Adjustment: -

"A shifting humanoid pile of dark powder shambles toward you. You think it might be a dust or ash golem until it slaps Sergeant Bertrand and explodes. Here's hoping the rest of the front line doesn't share his smoking habit"

A Gunpowder Golem is made from gunpowder or something similar as the name implies. It was of course invented by the Gnomes who like inventing things almost as much as they like seeing them explode. It's also the reason Gnomes are banned in some polite societies. Strangely the Panda Folk also make them, and they're known for being an ultra polite society.

Berserk (Ex): When a Gunpowder Golem enters combat there is a cumulative 1% chance per round it goes berserk and attacks the nearest living (or moving) creature near it until none are left. Once a Gunpowder Golem goes berserk there is no known method of re establishing control.

Engulf (Ex): A Gunpowder Golem can attempt to smother an opponent by engulfing it in combat. If it succeeds with a grapple check against a living opponent that breathes it engulfs it. Instead of regular grapple damage the victim begins to suffocate (see page 304 of the DMG).

Immunity to Magic(Ex): The Gunpowder Golem is immune to any spell or spell like ability that allows spell resistance. The one exception is anything doing fire or electricity damage (see below).

Explosive (Ex): If the Gunpowder Golem takes 1 point of fire or electricity damage it explodes. Damage and the area of effect are based on Size. Opponents in the area get a DC 13 Reflex Save for half damage unless they are being grappled by the Gunpowder Golem. Save DC is Constitution based. Damage is 3d6 plus 1d6 for every 2 Hit Dice the Golem has. Area of Effect depends on the Golems size: Medium is 10' radius, Large is 20', Huge is 40'. The explosions area of effect is covered by a thick cloud of smoke for 1d6 minutes afterwards (strong winds will disippate this in 1d6 rounds instead). Entering the smoke has the same effect as breathing heavy smoke (see page 304 of the DMG). Needless to say this also kills the Golem.

Skills: Gunpowder Golems have a racial bonus to the DC of the Explosive ability based on their Size:Medium: +2. Large: +4, Huge: +8.

Combat: Gunpowder Golems realize their explosive nature. They will avoid opponents with fire until they can get close enough to grapple or do serious damage if fire is used. If opponents have no obvious fire they charge in and go straight to the Engulf attack.

Construction: A Gunpowder Golem is made from 200 pounds of gunpowder treated with rare alchemical compounds costing at least 1000 GP. Assembling the Body requires a DC 20 Craft (alchemy) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Fireball, Caster must be 11th Level. Price 8000 GP; Cost 4000 GP + 160 XP

Marble Golem

  • Marble Golem
  • Large Construct
  • Hit Dice: 11d10+30 (140 hp)
  • Initiative: +1
  • Speed: 30’ (6 squares)
  • Armor Class: 24 (-1 Size, +1 Dex, + 14 Natural), touch 10, flat-footed 23
  • Base Attack/ Grapple: +8/ +16
  • Attack: Slam + 10 melee (1d8+4)
  • Full Attack: 2 Slams +10 melee (1d8+4)
  • Space/Reach: 10’/ 10’
  • Special Attacks: Berserk, Marbles
  • Special Qualities: Construct Traits, Damage Reduction 15/ Adamantine or Bludgeoning,
  • Dark Vision 60’, Immunity to Magic, Low-light Vision, Scattering
  • Death
  • Saves: Fort +3, Ref +4, Will +3
  • Abilities: Str 18, Dex 12, Con —, Int – Will 11, Cha 1
  • Skills: -
  • Feats: -
  • Environment: Any
  • Organization: Solitary or Gang (2-4)
  • Challenge Rating: 9
  • Treasure: None
  • Alignment: Neutral
  • Advancement: 12-18 HD (Large)
  • Level Adjustment: -

"A large humanoid figure composed entirely of marbles held together by some magical force shambles toward you as all you can think is… I really hate those friggin' Gnomes…"

Berserk (Ex): When a Marble Golem enters combat there is a cumulative 1% chance per round it goes berserk and attacks the nearest living (or moving) creature near it until none are left. Once a Gunpowder Golem goes berserk there is no known method of re establishing control.

Marbles (Ex): At will as a Standard action a Marble Golem can scatter and become a sheet of living moving marbles. It covers a 20' area. Anything entering the area is subject to a free trip attack that does not provoke an attack of opportunity. If the trip attack is successful, the opponent takes 1d6 subdual damage. The golem itself is considered a swarm of thousands of Fine sized constructs, and has appropriate swarm traits in this form (i.e. Distraction, Immune to Weapon Damage, etc) with 2 exceptions: It doesn't get the usual Swarm attack, just the special trip attacks. And it doesn't suffer the penalties from wind based attacks swarms of Fine sized creatures usually do.

Immunity to Magic(Ex): The Marble Golem is immune to any spell or spell like ability that allows spell resistance, with the exception of Shatter.

Scattering Death (Ex): Upon being killed a marble golem covers a 20' area with marbles. Anything entering or leaving this area must make a DC 15 Balance check or fall prone taking 1d6 subdual damage.

Combat: Gnomes usually have Marble Golems act as spoilers, using their Marbles attack to throw the enemy into disarray.

Construction: A Gunpowder Golem is made from 500 pounds of marbles treated with rare alchemical compounds costing at least 500 GP. Assembling the Body requires a DC 20 Craft (glassblowing) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Caster must be 11th Level. Price 32000 GP; Cost 16000 GP + 640 XP

Bell Golem

  • Bell Golem
  • Large Construct
  • Hit Dice: 12d10+30 (150 hp)
  • Initiative: -1
  • Speed: 20’ (4 squares)
  • Armor Class: 22 (-1 Size, -1 Dex, +14 natural), touch 8, flat-footed 22
  • Base Attack/ Grapple: +9/+20
  • Attack: Slam +14 melee (2d10+7+1d10 Sonic)
  • Full Attack: 2 Slams +14 melee (2d10+7+1d10 Sonic)
  • Special Attacks: Berserk, Bell-like Fists, Bong
  • Special Qualities: Construct Traits, Damage Reduction 10/ Adamantine, Dark Vision
  • 60’, Immunity to Magic, Low-light Vision
  • Saves: Fort +4, Ref +3, Will +4
  • Abilities: Str 25, Dex 8, Con —, Int —, Wis 11, Cha 1
  • Skills: -
  • Feats: -
  • Environment: Any
  • Organization: Solitary, or Gang (2-4)
  • Challenge Rating: 9
  • Treasure: None
  • Alignment: Neutral
  • Advancement: 13-18 HD (large), 19 –33 HD (huge)
  • Level Adjustment: -

"Standing in front of the church is an automated Golem whose body appears to be a huge bell. Hmm.. Don't see that every day. The local clergy is either putting on a display of wealth, or one of thems made a drunken bet again…"

Originally conceived by a group of clerics known for their spectacular displays of public drunkenness, these are primarily the guardians of churches and the like. They appear to be a large, metal, bell shaped humanoid with bell like fists.

Bell-Like Fists (Su): The Bell Golem's hands are replaced with large metal bells that bong loudly when striking a victim doing +1d10 Sonic Damage.

Berserk (Ex): When a Bell Golem enters combat there is a cumulative 1% chance per round it goes berserk and attacks the nearest living (or moving) creature near it until none are left. Once a Bell Golem goes berserk there is no known method of re establishing control.

Bong (Su): The Bell Golem's somewhat hollow body is a large bell itself, and it bongs loudly when struck, especially by blunt weapons. When hit by a weapon everyone within a 20' radius takes Sonic damage equal to half the damage done by the weapon hit (full damage if it was a blunt weapon).

Immune to Magic (Ex): Bell Golems are immune to any spell or spell like ability that allows Spell Resistance. However, spells doing Sonic Damage cause it to Bong, doing half the spells damage to everyone else within 20'

Combat: Bell Golems tend to wade in and start smacking away. They don't really have any sense of tactics other than to go for opponents with blunt weapons first.

Construction: A Bell Golem is made from 600 pounds of brass and other metals treated with rare alchemical compounds costing at least 2000 GP. Assembling the Body requires a DC 20 Craft (alchemy) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Shout, Caster must be 11th Level. Price 50000 GP; Cost 25000 GP + 1000 XP

Putty Panda

Putty Panda
Large Construct
Hit Dice: 10d10+30 (130 hp)
Initiative: -1
Speed: 20’ (4 squares)
Armor Class: 22 (-1 Size, -1 Dex, +14 natural), touch 8, flat-footed 22
Base Attack/ Grapple: +7/ +26
Attack: Slam + 13 melee (1d10+7)
Full Attack: 2 slams +13 melee (1d10+7)
Space/ Reach: 10’/10’
Special Attacks: Berserk, Adhesion, Smother, Improved Grab
Special Qualities: Construct Traits, Damage Reduction 10/ Bludgeoning and
Adamantine, Dark Vision 60’, Immunity to Magic, Low-light
Vision, Immune to Magic
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 25, Dex 8, Con -, Int -, Will 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or Gang (2-4)
Challenge Rating: 10
Treasure: None
Alignment: Neutral
Advancement: 12-18 HD (large)
Level Adjustment: -

"Y'know…even from here I just know that thing is trouble…"

One of the few Golems known whose design is obviously deranged, and that ISN'T a creation of the Gnome Kingdoms, the Putty Pandas are the guardians and sometimes foot soldiers of the Pandafolk. It appears to be a large anthropomorphic Panda made from some sort of sticky putty. About 600 pounds or more of sticky putty.

Berserk (Ex): When a Putty Panda enters combat there is a cumulative 1% chance per round it goes berserk and attacks the nearest living (or moving) creature near it until none are left. Once a Putty Panda goes berserk there is no known method of re establishing control.

Adhesion (Ex): Putty Pandas are incredibly sticky. Anyone striking them with a wepon must make a DC 15 Reflex Save (Save DC is Con based) or their weapon is stuck to the Putty Panda. They will have to succeed in a Grapple check to pull it free. Putty Pandas receive a +8 Racial Bonus to Grapple checks.

Improved Grab (Ex): A Putty Panda that successfully hits with a Slam attack can immediately make a Grapple check as a Free Action without provoking an attack of opportunity. If it succeeds it can use it's Smother attack on any opponent 1 Size Class smaller than itself. Due to it's adhesive nature the Putty Panda can grapple a creature of any size class.

Smother (Ex): Any living creature that requires air and that is Pinned successfully in a Grapple by a Putty Panda begins to suffocate (see DMG page 304).

Immune to Magic (Ex): Putty Pandas are immune to any spell or spell like ability that allows Spell Resistance.

Combat: Putty Pandas usually just charge and grapple. They aren't really bright or subtle. And of course they're made for grappling so they may as well take advantage of it.

Construction: A Putty Panda is made from 600 pounds of silly putty treated with rare alchemical compounds costing at least 1000 GP. Assembling the Body requires a DC 20 Craft (alchemy) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Web, Caster must be 11th Level. Price 50000 GP; Cost 25000 GP + 1000 XP

Booze Golem

  • Booze Golem
  • Large Construct
  • Hit Dice: 10d10+30 (130 hp)
  • Initiative: +3
  • Speed: 40 ft. (8 squares)
  • Armor Class: 17 (-1 Size, +3 Dex, +5 Natural), touch 12, flat-footed 14
  • Base Attack/Grapple:+7/+20
  • Attack: Slam +15 melee (1d8+9)
  • Full Attack: 2 Slams +15 melee (1d8+9)
  • Space/Reach: 10 ft./10 ft.
  • Special Attacks: Engulf, Berserk, Intoxication, Improved Grab
  • Special Qualities: Construct Traits, Immunity to Magic, Dark Vision 60 ft., Low Light Vision, Damage Reduction 10/-, Fluid Body
  • Saves: Fort +3, Ref +6, Will +3
  • Abilities: Str 29, Dex 16, Con -, Int -, Wis 11, Cha 1
  • Skills:-
  • Feats: -
  • Environment: Any
  • Organization: Solitary
  • Challenge Rating:10
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 11-15 HD (large), 16 –30 HD (huge)
  • Level Adjustment:-

"Dude…dude we SO have to fight this monster.."

Long beloved by Gnomes, Dwarves, and Halflings who all claim to have invented it. The Booze Golem is a tall vaguely humanoid shape composed of some form of alcohol. They think of it as a way to have the Rum protect itself when the army is on the march. And if the Golem is slain it becomes gallons and gallons of booze. There is also a secret code word which when said will make the Golem dissolve back into a pile of alcohol. This code word is chosen by it's creator at the time it is made, and only works for him.

Berserk (Ex): When a Booze Golem enters combat there is a cumulative 1% chance per round it goes berserk and attacks the nearest living (or moving) creature near it until none are left. Once a Booze Golem goes berserk there is no known method of re establishing control.

Improved Grab (Ex): A Booze Golem that successfully hits with a Slam attack can immediately make a Grapple check as a Free Action without provoking an attack of opportunity. If it succeeds it can use it's Engulf attack on any opponent 1 Size Class smaller than itself.

Engulf (Ex): Any living creature that requires air and that is Pinned successfully in a Grapple by a Engulf begins to drown (see DMG page 304). If it escapes drowning it risks becoming intoxicated (see below).

Intoxication (Ex): Each round a living, corporeal opponent is Engulfed it must make a Fortitude Save. DC of the Saving Throw is 10 plus half hit dice plus Constitution modifier, plus a Racial Bonus based on the type of alcohol the Golem is composed of (Ale, Diluted Spirits, or Wine +1/Fortified Wine or Stout Ale +2/Most Spirits +3/Strong Spirits +4/Dangerous Spirits +5). The opponent gains a cumulative -2 to the Saving Throw roll per round engulfed. If he fails he takes 1d2 temporary Dex and Wisdom damage each time the Saving Throw is failed. If Wisdom is reduced to 0 the opponent passes out. If Dexterity is reduced to 0 the opponent is helpless, but just barely conscious. If both go to 0, the opponent must make a second Fortitude Save (same DC) to avoid alcohol poisoning. If he fails he takes 1 temporary point of Con damage every 10 minutes until death, or his stomach is purged. Neutralize or Delay Poison will stop or delay this, and creatures immune to poison are immune to Intoxication. Once the encounter is over the opponent regains 1 point of Wisdom and Dexterity each hour, providing it consmes no more alcohol. Alcohol poisoning heals 1 point of Con per day as usual.

Immunity to Magic (Ex): A Booze Golem is immune to any spell or spell like ability that allows Spell Resistance. The exceptions are spells doing Fire or Cold damage. Spells doing Cold slow the Golem down as the Slow spell for 4 rounds (no Save). Fire spells cause it to explode if it fails a Fortitude Save(the explosion is similar to a Fireball spell cast by a 10th level caster). DC of Fort Save is equal to 10 plus 1 per die of damage the fire spell does.

Fluid Body (Ex): The Booze Golem can take a Full Round action to pass through any porous barrier (i.e. a fence or net, not a solid wall). At rest it appears to be a puddle of alcohol.

Combat: Booze Golems go straight for the Grapple, and when one opponent is stone drunk (or dead) they move on to the next.

Construction: A Booze Golem is made from 72 gallons of alcohol costing at least 1000 GP. Assembling the Body requires a DC 20 Craft (alchemy) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Animate Water, Caster must be 11th Level. Price 50000 GP; Cost 25000 GP + 1000 XP

Atomic Golem

  • Atomic Golem
  • Huge Construct
  • Hit Dice: 45d10 (450 hp)
  • Initiative: +5
  • Speed: 40 ft. (8 squares)
  • Armor Class: 53 (-2 Size, +45 Natural), touch 8, flat-footed 53
  • Base Attack/Grapple: +33/+58
  • Attack: Slam +48 melee (4d8+17 plus radiation)
  • Full Attack: 2 Slams +48 melee (4d8+17 plus radiation)
  • Space/Reach: 20 ft./15 ft.
  • Special Attacks: Radioactive, Atomic Breath, Atomic Smite
  • Special Qualities: Spawn of the Atom, Construct Traits, Damage Reduction 25/-, Dark Vision 60', Immunity to Magic, Low Light Vision
  • Saves: Fort +20, Ref +20, Will +21
  • Abilities: Str 45, Dex 10, Con -, Int -, Wis 12, Cha 1
  • Skills: -
  • Feats: -
  • Environment: Any
  • Organization: Solitary (possibly Unique)
  • Challenge Rating: 20
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 46-60 HD (Gargantuan), 61-75 HD (Colossal)
  • Level Adjustment: -

"How do we stop that thing Bob?"

"I'm sorry Zeke, I couldn't hear you over the sound of me crapping myself. Could you repeat that?"

The Atomic Golem is a unique being composed of unknown metals and substances. it has never been destroyed, but is often imprisoned or somehow sent away (i.e. gated to another plane). Somehow the damn thing keeps coming back. It's like a giant, poison Energizer Bunny. It keeps on going. The Golem appears to have gone Berserk at some point in it's past and upon awakening or entering a plane it just starts smashing everything in sight. If it goes for long periods of time with nothing to smash it will go comatose. What exact circumstances will wake it up are unknown. The Atomic Golem is a metal figure standing almost 30 feet tall and weighing over 16 tons. If it can communicate, it does not appear inclined to do so.

Radioactive (Ex): The Atomic Golem is made of radioactive materials. Anything struck by it's Fists must make a DC 32 Fortitude Save or permanently lose 1d4 Constitution Damage. Anything grappling or grappled by it must make a DC 32 Fortitude Save or take the same Con damage. Anything coming within 120' of the Golem must make a DC 32 Fortitude Save the initial round, at 1 minute, and at 10 minutes. If the opponent fails at 1 round he takes 1d2 permanent Con damage. If the opponent fails at 1 minute he takes another 1d2 permanent Con damage. If the opponent fails at 10 minutes it takes 1d4 permanent Constitution damage. Save DC is Constitution based. The permanent Con damage can be healed by Greater Restoration or Heal. Any area in which the Atomic Golem rests for more than 10 minutes (or uses its Atomic Smite/Breath abilities) becomes radioactive itself. This has the following effects: A 30' Radius from where the Golem was resting (or standing when it used its abilities) becomes mildly radioactive for 1d6 centuries. Anything living entering the area must make a DC 12 Fortitude Save or lose 1d4 Con. It must make this save 1 round after entering, and again each hour it is there.

Atomic Breath (Su): Once per day the Atomic Golem can unleash a blast of Radiation. This is a 70' Cone. Anything in it's area of effect must make a DC 32 Fortitude Save or permanently lose 1d6 Constitution. Save DC is Constitution Based. Damage may be healed by Greater Restoration or heal.

Atomic Smite (Su): Once per day the Atomic Golem can unleash a devastating charge of radiation through its fist. The Atomic Smite requires the opponent to make a DC 32 Fortitude Save or permanently lose 2d4 Con instead of 1d4. The attack also gains a +4 Bonus to hit and damage.

Spawn of the Atom (Ex): Due to it's nature the Atomic Golem has maximum hit points per hit die. It also gains a +5 Racial Bonus to all Saving Throws and Initiative checks. It is immune to Radiation. Exposure to Severely Irradiated areas actually grants the Golem Fast Healing 10 as long as it stays there.

Immunity to Magic (Ex): The Atomic Golem is immune to any spell or spell like ability that allows spell resistance.

Combat: The Atomic Golem doesn't require much in the way of tactics due to it's radioactivity. It simply walks towards any opponent and begins flailing at it with it's fists. If there are large numbers of opponents it will use it's Atomic Breath, and if one is particularly troublesome it will use it's Atomic Smite.

Poop Golem

  • Poop Golem
  • Large Construct
  • Hit Dice: 10d10+30 (130 hp)
  • Initiative: -1
  • Speed: 20 ft. (4 squares)
  • Armor Class: 22 (-1 Size, -1 Dex, +14 Natural), touch 8, flat-footed 22
  • Base Attack/Grapple: +7/+18
  • Attack: Slam +13 melee (2d6+7 plus Foulness)
  • Full Attack: 2 Slams +13 melee (2d6+7 plus Foulness)
  • Space/Reach: 10 ft./10 ft.
  • Special Attacks: Berserk, Unbegotten Foulness, Disturbing Presence, Improved Grab, Smother
  • Special Qualities: Construct Traits, Damage Reduction 10/Adamantine and Bludgeoning, Dark Vision 60', low Light Vision, Immunity to Magic
  • Saves: Fort +3, Ref +3, Will +3
  • Abilities: Str 25, Dex 8, Con -, Int -, Wis 11, Cha 1
  • Skills: -
  • Feats: -
  • Environment: Any
  • Organization: Solitary or Latrine (3-6)
  • Challenge Rating: 8
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 11-20 HD (Large), 21-30 HD (Huge)
  • Level Adjustment: -

"We…are NOT…fighting that. I don't care what the General threatened us with."

The origin of the Poop Golem is largely unknown. They have appeared in several Dwarf/Elven conflicts on both sides, and the origin was assumed to be with them. The Dwarves claim the Elves are too lazy to do mundane matters such as dig latrines, so they animate their waste to wreak havoc on the Dwarven lines. The Elves have countered this claim by stating that Elves do not, in fact, poop. The Dwarven legions response was to refer to the Elves as "a bunch of fruity, lying bastards". Despite claims by either side, the Golems seem to attack both sides at random, meaning there is likely a third race at work. Probably Gnomes. Can't trust them Gnomes. No sir.

Berserk (Ex): Each round it is in combat there is a 1% chance the Golem goes berserk. It will attack the nearest living creature, or smash smaller objects each round until nothing is left before moving on to continue the destruction. There is no known method of reestablishing control once the Golem is Berserk.

Improved Grab (Ex): If the Golem succeeds with a Slam attack it may immediately make a Grapple Check as a Free Action without provoking an attack of opportunity. It will then usually Pin it's victim, or Smother if it's small enough.

Smother (Ex): If the Golem successfully Grapples an opponent at least 2 Size Classes smaller than itself it may Smother them with a successful Grapple check. Each round it maintains the Grapple causes the victim to Suffocate (See DMG page 304).

Unbegotten Foulness (Ex): Poop Golems smell so bad that any living creature within 60' must make a DC 20 Fortitude Save (Save DC is Con based with a +5 Racial Bonus) or be Nauseated as long as they remain within 60' of the Golem and for 1d6 rounds thereafter. A successful Save means the victim is only Sickened instead. If the Golem successfully strikes or Grapples an opponent they will be required to make another Save each time, and it will stink for 1d6 days afterwards (during this time it automatically fails all Hide checks, cannot use Scent if it has the ability, and anything tracking t by Scent has a +8 Circumstance Bonus on the rolls) whether the Save is made or not. If the victim has Scent it will be Sickened until this effect wears off. Opponents with Scent take a -4 Circumstance Penalty on Saves against this ability.

Disturbing Presence (Ex): Massive amounts of vermin roam over the golem and swarm the air around it. Anyone within 10' of the Golem must make a DC 15 Willpower Save or be Nauseated for 1 round as they get bitten and crawled upon (Save DC is Con based). Spellcasting or concentrating on spells requires a Concentration Check (DC 20 plus spells level), and using skills requiring patience and concentration requires a DC 20 Concentration check. In addition if the first Save is failed the victim must make a second DC 15 Willpower Save (Save DC is Charisma Based with a +5 Racial Bonus) or be Shaken for 2d6 rounds. If either Save is successful the victim is immune to this Golems Disturbing Presence for 24 hours.

Immunity To Magic (Ex): Poop Golems are immune to any spell or spell like ability that allows Spell Resistance.

Combat: Poop Golems always go for the Grapple. Always. It's like they know you hate that option the most.

Construction: A Poop Golem is made from 600 pounds of feces treated with alchemical compounds costing at least 100 GP. Assembling the Body requires a DC 20 Craft (alchemy) check.

CL 11th; Craft Construct (see MM page 303), Animate Object, Geas/Quest, Contagion, Caster must be 11th Level. Price 50000 GP; Cost 25000 GP + 1000 XP

Snow Golem

  • Snow Golem
  • Medium Construct
  • Hit Dice: 9d10+30 (120 hp)
  • Initiative: +1
  • Speed: 30 ft. (6 squares)
  • Armor Class: 19 (+1 Dex, +8 Natural), touch 11, flat-footed 18
  • Base Attack/Grapple: +6/+8
  • Attack: Slam +8 melee (1d6+2 plus 1d6 cold)
  • Full Attack: 2 Slams +8 melee (1d6+2 plus 1d6 cold)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Berserk, Snowballs, Freezing Touch
  • Special Qualities: Dark Vision 60 ft., Construct traits. Immunity to Magic, Low Light Vision, Immune to Cold, Hide in Snow, Damage Reduction 10/Magic and Bludgeoning
  • Saves: Fort +3, Ref +4, Will +3
  • Abilities: Str 14, Dex 12, Con -, Int -, Wis 11, Cha 1
  • Skills: Hide +9
  • Feats: -
  • Environment: Any Cold
  • Organization: Solitary or Group (2-4)
  • Challenge Rating: 8
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 10-18 HD (Large), 19-27 HD (Huge)
  • Level Adjustment: -

"Burt…did that snowman just move?"

Snow Golems are an unusual but cheap to make Golem in wintery areas. All you need is plenty of snow, and they look like snowmen or snow sculptures for the most part so they can hide in plain sight as well. Most Snow GOlems are made of roughly 150 pounds of snow.

Berserk (Ex): When a Snow Golem enters combat there is a cumulative 1% chance per round that it will go berserk. Once it goes berserk it will attack the nearest creature, or smashing any object smaller than itself if none is available. If the Golems creator is within 60', it can try to regain control by making a DC 19 Charisma check. After 1 minute of inactivity, the Golem's chances of going berserk reset to 0%.

Snowballs (Su): The Snow Golem may cast the spell Snowball Swarm (see Spell Compendium) 3 times per day as a Supernatural Ability. Caster Level is equal to Hit Dice.

Freezing Touch (Su): The Snow Golem's Slam Attacks and successful Grapple checks do +1d6 Cold Damage.

Immunity to Magic: The Snow Golem is immune to any Spell or Spell Like Ability that allows Spell Resistance, with the exception of spells that do fire or cold damage. Fire does double damage to a Snow Golem. Cold spells that do damage actually add to the Golem's hit points instead. Any hit points beyond the Golem's normal maximum are temporary hp lasting 10 minutes.

Hide in Snow: The Snow Golem has the Hide in Plain Sight and Camouflage abilities (see PHB page 48) while in snowy areas.

Skills: Snow Golems have a +8 Racial Bonus to Hide checks in snow.

Combat: Snow Golem's tend to remain still, hiding in plain sight until opponents get close enough to fight. If they are spotted before then they open up with the snowballs.

Edible Golem

  • Edible Golem
  • Medium Consruct
  • Hit Dice: 3d10+20 (50 hp)
  • Initiative: +0
  • Speed: 30 ft (6 squares)
  • Armor Class: 20 (+10 Natural), touch 10, flat-footed 20
  • Base Attack/Grapple: +2/+8
  • Attack: Slam +4 melee (1d8+2)
  • Full Attack: 2 Slams +4 melee (1d8+2)
  • Space/Reach: 5ft./5 ft.
  • Special Attacks: Improved Grab, Constrict (2d8+4)
  • Special Qualities: Construct Traits, Dark Vision 60’, Damage Reduction 10/Magic, Immunity to Magic, Low Light Vision, Mindless
  • Saves: Fort +1, Ref +1, Will +1
  • Abilities: Str 15, Dex 10, Con -, Int -, Wis 11, Cha 1
  • Skills: -
  • Feats: -
  • Environment: Any
  • Organization: Solitary or Group (3-6)
  • Challenge Rating: 3
  • Treasure: Standard
  • Alignment: Always Neutral
  • Advancement: 4-6 HD (Medium)
  • Level Adjustment: -

”We wuz out foragin’ when we came up on this Halfling encampment. Lil’ squatty bastards left their chuckwagon unguarded and me an’ Chuck we thinks “Well sir…guess that foods ours now”. Then this thing made out of cabbage beats Chuck like a ragdoll, and some sort of cheese monkey choked me into unconsciousness. Damn I hate them Halflings…”

Halflings are known for their prowess with cuisine, not so much so for their abilities as a military force. Particularly hard hit are the cooks and guards for the food stores. Bigger races tend to run them over to get the Halflings prized vittles. And consequently this makes the Halflings pretty ticked off.

After several years of this some enterprising Halfling Wizard made the first Edible Golem. Edible Golems can be composed of any hard foodstuff (cheese, jerked and smoked meats, vegetables, mushrooms), and are basically a 6 foot high figure composed of the aforementioned edibles. Created to guard the food stores, a code word chosen at creation (and given to the Golems “owner”) will immediately disassemble the Golem into its component parts. As long as the food is part of the Golem it never spoils, and it can even move and defend itself thus freeing up guards for other purposes.

This makes them ideal Golems as they can be eaten, are cheap to make, and don’t go Berserk. They are a staple of many armies now in tribute to the Halflings success with using them.

Improved Grab (Ex): If the Golem successfully hits with it’s Slam Attack it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it may then Constrict. Edible Golems get a +4 Racial Bonus to Grapple checks. Unlike normal this ability may be used on creatures the same size class as the Golem.

Constrict (Ex): An Edible Golem does 2d8+4 damage with a successful Grapple Check.

Immunity to Magic (Ex): An Edible Golem is immune to any spell or spell like ability that allows Spell Resistance, with one exception. If Purify Food and Drink is cast on the Golem it heals 1d6 hit points of damage.

Combat: Edible Golems aren’t very tactical combatants being mindless and all. They generally just waltz up to whatever enemy is closest, initiate a Grapple, and squeeze till dead. Rinse, repeat. It’s effective though. Many is the opposing military man who has suffered the dismay of being beaten down by a cheese Golem.

Construction: An Edible Golem is made from 300 pounds of some sort of foodstuffs (average cost around 120 GP). Unlike normal Golems, Edibles aren't constructed, they are temporarily animated by means of the right spell.

Spell not available unless by OP approval it is only for NPCs
Create Edible Golem
Transmutation
Level: Sor/Wiz 4, Food 4
Components: V, S, F
Casting Time: 1 Full Round Action
Range: Close (25 ft. plus 5 ft./2 levels)
Effect: Animates 1 Edible Golem
Duration: 1 hour/level

This spell animates 1 Edible Golem for the duration of the spell. When created you designate one "owner" who will control the Golem, and a code word which may disassemble it before the spell ends (speakign the word is a Swift Action).
Focus is 300 pounds some sort of food. This Focus can only be used for 1 Golem at a time, for more Golems, you need more food.
-=-=-=-=-=-=-
Lore
Characters with ranks in Knowledge (Arcane) can learn a little about the Edible Golem. When the character makes a skill check, the following lore is revealed, including the information from lower DCs:

DC|Lore

  • 10|The Halflings sometimes have Constructs guarding their food.
  • 15|The Constructs guarding the Halflings food stores ARE food.
  • 20|The magic making Edible Golems is cheap, but fairly short in duration and must be renewed regularly.
  • 25|If you can get the Golem's "owner" to spit out the right word, the Golems will disassemble into harmless victuals.

Plot Hook:

  1. The Edible Golems your base has been relying upon to guard the food (i.e. themselves for the most part) have somehow been awakened by an unknown enemy, and they no longer disassemble when the code word is given. Somehow you must discover what is going on, keep the base in food in the meantime, and manage to imprison the Golems long enough to do the first two tasks.
  2. Every night someone near a local restaurant dies. Every morning the restaurateur find blood on his cabbages. He has told no one of this, and has hired the PC's to find out what is going on before the authorities do. One night they notice a strange figure leave the restaurant with what looks like a very deformed man under a greatcoat and heavy clothing. The deformed man does not speak or respond to anyone but his partner. And he simply stinks of garlic…
  3. Yesterday was the best day of your groups life. You defeated bad guys, got a good haul, and had a blast with the local tavern wenches. In the morning however you find out the tavern wenches who were sleeping downstairs are all beaten up, the food is gone, your money is stolen, and everyone who was there claims that cheese people robbed the place while you were all passed out drunk. You're having a bit of a hard time accepting their explanation, but the place does seem Limburgery today…
  4. Local Halfling Wizard King Codpuncher (that doesn't sound megalomaniacal in any way…) has hired the PC's to test out his security. In reality he's bored and wants to see someone beaten up by the various food based Golems running around his trapped underground mansion. Darn sneaky them Halflings.