Wyrmbone Golem (3.5e Monster)

''As the rogue started picking through the massive piles of gold, the ground shifted and an immense skeletal head craned upward with burning points of light where its eyes should be, and a heart of elemental fury. Somehow you knew this treasure wouldn't be taken so easily...''

Often confused with the very similar looking DracolichDraco, the wyrmbone golem is actually a construct crafted out of wyrmbone, which itself is crafted from the bones of great wyrms. Bleached yellow with age and the strange alchemical components of its creation, it somehow is just as durable, if not more so, then actual great wyrms.

The wyrmbone golem is a powerful ally all on its own, possessing many of the powers of a dragon of its size. However its real power comes when used to guard treasure. The normally mindless and literal golem becomes a fierce protector of whatever treasure horde it is assigned to guard. Sometimes it is too effective at its task, as the owner of the golem often has trouble getting his treasure back from his golem.

Wyrmbone Golems are 120 feet long from head to tail, and 22 feet high at the shoulder. They weigh about 256,000 lbs, and does not speak, but can vocalize in spite of lack of lungs. Their roars are terrifying.

Combat
The wyrmbone golem is straightforward and literal as any normal golem, unless it is guarding a treasure. Then, everything changes as Greed kicks in. It uses its Wisdom as its effective Intelligence score, and as a result is capable of ambushing, planning, scheming, and setting up traps. Because it never leaves its lair to pursue a target and is always there to guard its treasure, eternal and unsleeping, fights against it are not merely against the dragon but also against the elaborate spells, traps, and countermeasures placed all around. It's inability to fly is often a non-issue in the relatively cramped caverns and storerooms it is designed to guard.

Because of its appearance, it has a +10 bonus on Disguise to appear as a dracolich.

Abomination to Dragons :  The wyrmbone golem is considered an abomination by dragons, and dragons of any alignment who become aware of one will surely seek it out to destroy it, then slay its creator. All dragons are considered to have Bane against a wyrmbone golem. And yet on the other hand, these golems unnerve them so. The wyrmbone golem has a frightful presence out to 360 ft (DC 45) that only works against dragons, who are not immune to the effect. The saving throw is Charisma based. As with a frightful presence, a successful save renders the dragon immune for 24 hours.

Anima Toughness : The wyrmbone golem uses its Charisma modifier for determining hp and Fortitude saves, and all Con based DCs and ability checks.

Breath Weapon :  When a wyrmbone golem is created, a powerful elemental is summoned and bound to act as its heart. The elemental energies boil within its ribcage where a heart should be as a sphere of flame, a rolling torrent of water, a cloudy vortex of wind, or a dusty maelstrom of earth. The type of elemental bound doesn't merely change its appearance but also gives it a unique breath weapon.


 * Air: 140 ft line of electricity, dealing 25d6 damage with a Reflex save for half. In addition the wyrmbone golem gains Hinder Energy (electricity).


 * Earth: 140 ft line of acid, dealing 25d6 damage with a Fortitude save for half. In addition the wyrmbone golem gains Hinder Energy (acid).


 * Fire: 70 ft cone of fire, dealing 25d6 damage with a Reflex save for half. In addition the wyrmbone golem gains Hinder Energy (fire).


 * Water: 70 ft cone of cold, dealing 25d6 damage with a Fortitude save for half. In addition the wyrmbone golem gains Hinder Energy (cold).

As typical for breath weapons once a wyrmbone golem breaths it can't breathe again until 1d4 rounds later. The save DC is 45 (DC 10 + 1/2 HD + Charisma).

Deadly Strike : On the first attack each round, the wyrmbone golem deals an additional 2d10 damage. The damage is typeless and not multiplied on critical hits. All of the wyrmbone golem's natural weapons automatically overcome the damage reduction of all creatures of the dragon type and dragonblood subtype.

Dragon Essence : A wyrmbone golem is considered a dragon for all spells and effects, and it possesses the dragonblood subtype.

Greed : If commanded to guard treasure, the wyrmbone golem's innate greed ignites and it will use its Wisdom score in place of Intelligence for the purpose of tactics, planning, and schemes to complete its goal. In this way it becomes as efficient, if not moreso, of a guard than any living dragon. Unfortunately it is too efficient, as it will try and stop anyone from taking its treasure, even the owner, and even if explicitly commanded not to. The owner must make an opposed Charisma check to assert dominance and allow him to take guarded treasure for 24 hours, before the wyrmbone golem becomes resistant again. You must also win the Charisma check if you wish to change orders from guarding treasure to any other command.

Immunity to Magic : An wyrmbone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Any spell which specifically targets dragons, affects breath weapons (such as stunning breathSpC), or has a special effect for dragons (such as miser's envySpC) functions normally, going so far as to ignore other immunities such as immunity to mind effects from being a construct. However immunities from magic items still apply.

It is not immune to its own spell-like abilities.

Spell-Like Abilities: At will- detect magic, feather fall, ghost sound, hold portal, identify, locate object, mending, read magic; 3/day- arcane lock, dimensional anchor, disintegrate, fear, fire trap, greater dispel magic, greater teleport (self only), phantom trap, wall of force; 1/day- antipathy, contingency, flesh to stone, greater shout, guards and wards, instant summons, mage's faithful hound, mage's private sanctum, mass hold person, nondetection, prying eyes, shrink item, spell turning, stone to flesh, true seeing. Caster level 25th. The save DCs are Charisma based, and the wyrmbone golem counts as a 25th level sorcerer/wizard for the purpose of activating magic items.

Rib Cage : As a skeleton a wyrmbone golem cannot effectively make a crush attack. Instead a flying or jumping wyrmbone golem can land on Large or smaller opponents as a standard action, and make a grapple check without provoking attacks of opportunity. Creatures are permitted a Reflex save with a DC equal to its breath weapon (DC 45) to get out of the way. If successful, the ribs snap shut around the creature tight enough to hold it. It is considered grappled, while the dragon is not considered grappled. The entrapped creature takes half its energy breath weapon damage each round it is entrapped, no save. It can grapple up to one Large, two Medium, four Small, or eight Tiny creatures at once. Diminutive and Fine creatures are so small they fit through the cracks of the otherwise sealed knot of bone it forms, and cannot be grappled. Affected creatures can escape with a grapple or escape artist check as normal.

Tail Sweep : The wyrmbone golem sweeps its tail as a standard action, affecting a 40 foot half-circle from an intersection on the edge of the golem's space in any direction. Creatures in the area are affected if they are Medium or smaller. A tail sweep automatically deals 2d8+25 damage, with a DC 45 Reflex save for half. The save is Charisma based.

Skills: The wyrmbone golem has a +10 on Disguise checks to appear as a dracolich, and may use Use Magic Device untrained.

Construction
A wyrmbone golem’s body must be crafted from a complete skeleton of a colossal dragon forged into wyrmbone (though pieces can come from multiple dragons), mixed with the enhanced blood and draconic fundamentum of said great wyrms. You must also and bind a powerful elemental spirit, which determines the nature of its breath weapon. Creating the body requires a DC 50 Craft (taxidermy) check.

CL 26th; Craft Construct, animate dead, animate objects, antipathy, arcane lock, contingency, detect magic, dimensional anchor, disintegrate, fear, feather fall, fire trap, flesh to stone, ghost sound, greater dispel magic, greater planar binding, greater shout, greater teleport, guards and wards, hold portal, identify, instant summons, locate object, mage's faithful hound, mage's private sanctum, mass hold person, mending, nondetection, phantom trap, prying eyes, read magic, shrink item, spell turning, stone to flesh, true seeing, wall of force, caster must be at least 26th level;Price 1,200,000 gp; Cost 792,000 gp + 32,640 XP.