Golem, Stone (3.5e Monster)
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|Hit Dice:||6d10+40 (74 hp)|
|Speed:||30 ft. (6 squares)|
|Armor Class:||17 (-2 size, -1 Dex, +10 natural), touch 7, flat-footed 17|
|Attack:||Slam +11 melee (2d8+13 plus 3d6 sonic damage)|
|Full Attack:||Slam +11 melee (2d8+13 plus 3d6 sonic damage)|
|Space/Reach:||15 ft./15 ft.|
|Special Attacks:||Throw anything|
|Special Qualities:||Construct traits, mineral composition,solid rock|
|Saves:||Fort +5, Ref +9, Will +7|
|Abilities:||Str 28, Dex 9, Con —, Int —, Wis 10, Cha 1|
|Skills:||Intimidate +7, Listen +8, Spot +8|
|Feats:||Improved Initiative, Great Fortitude|
|Organization:||Solitary or pair|
|“||What happens when an unstoppable force meets an immovable object? To say the least, I wouldn't want to be whatever is in between them.||”|
A massive stone whistles past your head, landing a few feet away and crashing into the ground. Turning towards the source, you see a gigantic humanoid creature made of solid, rough-hewn stone. With no hesitation or loss of momentum, the thing rushes at you, bowling over anything brave, foolish, or unlucky enough to be in its path.
Stone golems are big and tough, not to mention made out of some of the most commonly occurring materials in the world. This combination of power and economic efficiency makes them very popular amongst anyone skilled enough in the artisanship to make them.
The stone golem has two modes of attack: throw big rocks from a distance or plow through the enemy and crush them into the earth. Despite being pretty slow and lumbering things, they are deadly in melee combat and exceptionally difficult to kill, ideal for dungeons with little room to maneuver and plenty of walls to smash the squishy people.
Dungeoncrasher (Ex): A stone golem excels in catching opponents between a rock and a hard place. When the stone golem charges, it may choose to initiate a bull rush on any creature in its path. If the bull rush is successful, the golem may opt to push the opponent out of its current space and into the nearest available space in a direction of the golem’s choosing. In addition, should a stone golem bull rush a foe into a wall, it deals additional bludgeoning damage equal to 1d6 per point of CR it possesses (normally 6d6).
Mineral Composition (Ex): A stone golem can be crafted out of many different kinds of stone, many of which have unique properties that offer unique perks and variability to the golem. A list of example construction minerals is provided below (some of them wonky for the purposes of variability), but it is not exhaustive and is encouraged to be expanded upon.
- Sandstone: A sandstone golem is brittle, causing chunks of shrapnel to break off and cause harm to attackers. All damage that is negated by the sandstone golem's solid rock ability is also dealt to the attacker, provided they are in the golem's melee reach. Should the golem's solid rock ability be disabled, those who attack the golem in melee must make a Reflex save or be entangled for 3 rounds as the golem's now-cement body envelops them.
- Igneous: A golem made of igneous rock is superheated, allowing the bonus sonic damage from the shockwaves ability to instead be fire damage. In addition, the golem leaves a trail of hot coals in its wake, causing any creatures that walk over the spaces in which the golem last moved to take 1d6 points of fire damage. The trail lasts until the beginning of the igneous golem's next turn. A successful Tumble check (DC 15) negates the fire damage. Lastly, targeting an igneous golem with a Cold effect will also restore its solid rock ability even if it has been targeted by transmute rock to mud.
Solid Rock (Ex): Stone golems take half damage from any damage source; rolls of 1 are reduced to 0 by this effect. This ability is negated by a transmute rock to mud spell for one round per level of the caster.
Shockwaves (Ex): A stone golem’s very steps make the ground shake, and its attacks connect with seismic force. A golem's slam attack deals 1d6 bonus sonic damage per 2 CR of the golem (normally 3d6). As a standard action, the golem can also deal 1d6 sonic damage per CR (6d6 by default) to all creatures in its melee reach.