Golem, Glass (3.5e Monster)
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|Hit Dice:||4d10+20 (43 hp)|
|Speed:||30 ft. (6 squares)|
|Armor Class:||20 (+5 Dex, +4 natural), touch 15, flat-footed 17|
|Attack:||Slam +8 melee (2d8+5)|
|Full Attack:||2 slams +8 melee (2d8+5)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Diamond dust|
|Special Qualities:||Construct traits, fragility, levitation, mirror sheen|
|Saves:||Fort +1, Ref +6, Will +3|
|Abilities:||Str 16, Dex 20, Con —, Int —, Wis 13, Cha 1|
This vaguely humanoid creature’s ‘limbs’ are thin, razor sharp shards of glass surrounding a much thicker prism-like core, also glass. How such thin appendages support the core is a mystery, but it seems to do no detriment to the creature’s swift movements and attacks, which mow down the assorted intruders with terrifying precision.
Glass golems are a logistical impossibility, a big chunk of solid glass supported by really thin (but very sharp) sheets for limbs. In order to counteract the logistical problems this poses, they are properly ensorcelled to allow for easy movement. A glass golem is constantly buoyant, always hovering just slightly above the ground. This not only allows it to move unhindered but also renders it immune to attacks and effects that require its opponent be in contact with the ground.
A glass golem fights just as its form would suggest: it cuts people up good with its razor-sharp arms, and those who come near are hit by the cloud of miniscule bits of glass surrounding it. Clever designers may pair them with creatures capable of utilizing their unique responses to certain magic effects, since the golems themselves give little thought to such interactions.
A glass golem is incapable of holding or manipulating magic items, as its "arms" are nothing more than sharpened panes of glass. Its slam attack may deal piercing or slashing damage at its option, however, and it adds its Dexterity modifier to attack and damage rolls instead of its Strength modifier.
Diamond Dust (Ex): A glass golem is surrounded by a cloud of miniscule bits of glass, dealing 2d6 points of damage to each creature within its melee reach at the beginning of each round and 1d6 points of damage to creatures out to twice that distance (normally 10 feet). If it wishes, the glass golem may suppress this effect and bring all of this glass on to its body to form a layer of extra protection around itself. This gives it a +2 bonus to its natural armor and applies the damage that would normally be dealt to creatures within the golem’s melee reach to its slam attacks.
Fragility (Ex): A glass golem takes one and a half times normal damage from sonic effects, During any turn in which it is hit by such an effect, however, the resulting flying shards of glass maximize the damage dealt by its diamond dust ability.
Levitation (Su): A glass golem is always slightly above the ground, allowing it to stay upright despite the disproportions of its physical form. This renders it immune to tremorsense, any effect that requires it to be in contact with the ground, and movement impediments from difficult terrain.
Mirror Sheen (Ex): Creatures with a Challenge Rating equal to or less than that of the glass golem (normally 4) that have gaze attacks must either avert their gaze from the golem (giving it concealment against them) or suppress their gaze attack when fighting the golem. Such creatures that attempt to use their gaze on the golem must then suffer the effects of their own gaze attack, even if they would normally be immune. Creatures of a higher CR than the golem are unaffected and may use their gaze(s) normally.
In addition, a glass golem is immune to the normal effects of spells with the [Light] descriptor. When targeted by such a spell, it instead broadcasts the spell out to an area 30 feet around itself. If the spell in question already affects an area, the golem is merely immune to it with no secondary effect.