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Golems
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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.