Ice Golem: 60 hit points; AC 2, Align N, low intelligence, 6" movement Treat as a 15 hit die monster Impervious to cold; takes double damage from fire Radiates cold (frost damage of 2d4 per round within a 2" radius) Breathes a cone of frost 1" x 1" x 1" -- 8d6 damage -- every 4th rd Requires a +2 weapon to hit Melts at room temperature (say, 1 hp damage per round in the 50-80 degree range -- use your judgement) Name :Emerald Golem Submitted By:Greg Jacob Climate/Terrain: Any Urban Frequency:Very Rare Organization:Solitary Active time:Any Diet:None Intellegence:5-12 Treasure:Special Alignment:Chaotic Evil Number appearing:1 Armor class:-4 Movement:8 Hit dice:15+50 Thaco:10 #att:2 (1) or Special Damage: 1d12/1d12 or by weapon Special attacks:see Below Special defenses:See Below Magic resistance:25% Size:12' (large) Morale:Finatic (17-18) XP value:10,000 The emerald golem is an extremely rare type of monster that can only be found on rare occasions usually in the prosses of leveling a city. Special Attacks: The emerald golem has two special attacks. Once every 3 rounds an emerald golem may fire a gem blast. This is a large blast of green energy that if it hits a PC will deal 3d12 points of damage. If a PC is hit he or she must make a saving through vs. petrification or be frozen in a giant emerald. The emerald golem may also morph his hands into weapons. Special Defenses: The emerald golem is encased in an adamantite skin and thus can only be damaged when it is hit in the large emerald located in his chest. Treasure: When an emerald golem is destroyed it explodes and leaves behind only 8 small emeralds. Granite Golem: This is a variant on the concept of a gargoyle: each appears as a statue of a fighter with sword in one hand, dagger in the other. AC 0, attacks and saves as 6th level fighter; 50 hit points, 6" move Alignment N, low intelligence Not affected by mind (charm) spells Cold and fire do half damage unless successive attacks alternate between cold and heat. Then each attack that alternates form does double damage Not affected by electricity Tend to break non-magical weapons (10% chance/pt of STR over 12 on the part of the wielder -- check each hit) Damage is as per sword and dagger (+0) Magma Golem Climate/Terrain: Cave or castle Frequency: Very Rare Organization: Solitary Active Cycle: Night Diet: Nil Intelligence: Non (0) Treasure: Nil Alignment: Nuetral No. Appearing: 1 (sometimes 2) Armor Class: 4 Movement: 5 Hit Dice: 10 THAC0: 12 No. Of Attacks: 1 Damage/Attack: punch (1d6+fire damage) Special Attacks: Sets things on fire Special Defenses: Burns if touched, only magic weapons of +1 can hit Magic Resistance: Nil Size: M (6’ tall) Moral: 20 (fearless) XP Value: 20,000 Animated, the magma golem appears to be irregularly shaped rocked and burning hot lava. It is still unclear how these materials stay together as they do, but the heavy magical enfluence on them is most likely the cause. Most (70% of their bodies is made of burnt, black rocks which smoke constantly, and the rest of their bodies are made up of seemingly flowing lava. Sages believe that the lava part og their bodies flows as it does to keep from hardening, and that makes sense. The eyes of the magma golem appear always as coal gray stones which are basically movementless. A trail of burnt ground is usually a very good indication of where the magma golems have been. Combat: Like most all golems, the magma golem is completely resistant to all forms of poison and mind-affecting attacks. This gives them a tactical advantage which the endure mostly. Like the rock golems they also cannot be successfully touched by non-magical weapons, and any non-magical weapon that happens to hit them has a 80% chance of automatically breaking, being crushed and/or burning in to a nothingness. In some case swords may melt or break, axe heads may shatter, polearms may burn or melt, arrows may completely burn as the try to enter the magma golem’s body, and so on. The destruction of a weapon in any case is so severe that the weapon mostly cannot be restored to its full working potential. When the magma golem fights, it uses punchs and sometimes kicks to hit their enemies. The punches not only cause damage, but have a 70% chance of catching any burnable materials on fire or melting anything metal-based. Habitat/Society: The magma golem has no family, no friends, no relationships, and basically no feelings whatsoever about any living beings. Their creators are the only ones who they follow and frankly have neither need or want for any of the human resources. Commands from their creators are the basis of their language skill and will not communicate with anyone. This particular golem is almost always used to gaurd treasure in hot places for a mage or wizard and will never leave where they are to stay. Ecology: As most unnatural creatures, the magma golems exists not in the normal echosystem with other beings. The need not the food nor drink of a living creature and sleep is another things that goes unattended. Sages do not deny however that the lava from these creatures could be valueable if only it was able to be kept somehow. The magical presents is such that somehow magic could be drained from it. Sand Golem: AC 0, 80 hit points (attack as 15 hit die monsters), align N, non-intelligent, move at 12" Take only the pluses of weapon damage, however use of an edged weapon has a chance of reducing save (save vs. disintegration -- fail means dock one hit die and 4 hit points extra damage); no damage from hot/cold; Rock-to-mud heals them. Sand Golems attack anything within reach that moves. They are not bright enough to distinguish living vs non-living (e.g., a vigorously waved flag is more worthy of attack than a slowly moving human). Salt Golem AC 5, 240 hit points, attack and save as 18th level fighter; move at 6"; average intelligence; align N 2 attacks (2 hands) -- 2d6 + 8 plus save vs. breath to avoid being incapacitated with the pain of a salted wound A natural 20 on a to-hit against a salt golem shatters it, doing damage to those nearby: 10' Radius -- damage = 1/2 golem's remaining hit points 20' radius --- 1/4 40' radius --- 10% of remaining hit points Those receiving more than 10 hit points after the shattering must save vs breath or faint from pain for 2d6 rounds. All those wounded by Salt Golems are -4 on DEX until their wounds are washed. Create Water does d4 damage/cleric level (save to half) on these golems Salt Golems are immune to charm, temperature extremes, and take only 1/4 lightning damage. |