Water Golem (3.5e Monster)
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|Size/Type:||Large Construct (Water)|
|Hit Dice:||12d10+30 (96 hp)|
|Speed:||30 ft, swim 60 ft|
|Armor Class:||22 (+13 natural, -1 size), touch 9, flat-footed 22|
|Attack:||Slam +15 melee (2d10+7 plus splash, 20/x2)|
|Full Attack:||Two Slams +15 melee (2d10+7 plus splash, 20/x2)|
|Space/Reach:||10 ft/10 ft|
|Special Attacks:||Extended Slam, Splash|
|Special Qualities:||Aquatic Fast Healing, Construct Traits, Darkvision 60 ft, DR 10/piercing or slashing, Immunity to Magic, Low-Light Vision, Magic Jug|
|Saves:||Fort +4, Ref +4, Will +4|
|Abilities:||Str 24, Dex 10, Con —, Int —, Wis 11, Cha 1|
|Alignment:||Always True Neutral|
|Advancement:||13–24 HD (Large); 25–36 HD (Huge)|
The fisherman cursed the lake for its lack of fish. In response the lake stood up and punched him out of his boat.
A water golem is composed of water, bound in place by surface tension and the magical jug which makes up its heart. Spilling forth from this jug it fashions itself a humanoid body of ever swirling and bubbling high pressure water. However this is not its only trick, for when exposed to great heat or cold it also becomes an ice or steam golem, making it multi-purpose.
A water golem cannot speak, through it burbles when made of water and hisses when made of steam. It weighs around 500 pounds and its height varies, usually about 10 ft tall.
Golems, lacking intellect, are simple fighters. They move forward and punch until it is done.
Aquatic Fast Healing (Ex): When exposed to environmental water, such as rain or a puddle, it gains fast healing 5 as long as it is exposed. This increases to fast healing 10 if submerged in water.
Extended Slam (Ex): As a standard action the water golem can make a single slam attack with reach. This does not threaten out to this area. It loses this ability when composed of ice.
Immunity to Magic (Ex): A water 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 [Fire] spell that would deal at least 10 points of fire damage turns it into its steam form. In this form it gains the [Fire] subtype, loses its swim speed (and cannot submerge in water) and gains a fly speed of 30 ft (perfect), and its attacks deal an additional +1d6 fire damage. It also loses Splash. Its damage reduction becomes DR 10/bludgeoning.
Any [Cold] spell that would deal at least 10 points of cold damage turns it into its ice form. In this form it gains the [Cold] subtype, its movement speeds become 20 ft and 40 ft swim, and its attacks deal an additional +1d6 cold damage. Splash deals piercing damage, and it loses Extended Slam. Its damage reduction becomes DR 10/adamantine.
While in ice form, 10 fire damage brings it up one step to a water form, and while in steam form 10 cold damage brings it down one step to a water form.
Any magical attack against a water golem that deals damage via water or [Water] spells heals damage equal to the damage dealt, or the spell level, whichever is more. Spells which deal desiccation damage or otherwise deal extra damage to unusually watery creatures such as horrid wilting function normally.
Splash (Ex): At its choosing the water golem can have all targets within 5 ft of its current target it attacks with its slams be subject to splash damage. They take the base weapon damage without strength if the attack roll would have hit their AC as well. As ice, it becomes shards of ice that deal piercing damage. It lacks this ability as steam.
Magic Jug: If a water golem falls to 0 hp or below it is not destroyed like most golems, but instead retreats to its jug where it remains for 1d10 days become recovering to full hp. Recovery happens twice as quickly as normal if submerged in water. The jug can be targeted and destroyed in this time. It has hardness 20 and 40 hp.
A water golem’s jug must be shaped and formed of magically altered clays and cooked in special klins, as well as having access to a large body of water. Creating the jug requires a DC 20 Craft (stonework) check or a DC 25 Craft (ceramics) check.