3e SRD:Golem, Stone
Golem, Stone
Size/Type: | Large Construct |
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Hit Dice: | 14d10 (77 hp) |
Initiative: | -1 (Dex) |
Speed: | 20 ft. (can't run) |
AC: | 26 (-1 size, -1 Dex, +18 natural) |
Attacks: | 2 slams +18 melee |
Damage: | Slam 2d10+9 |
Face/Reach: | 5 ft. by 5 ft./10 ft. |
Special Attacks: | Slow |
Special Qualities: | Construct, magic immunity, damage reduction 30/+1 |
Saves: | Fort +4, Ref +3, Will +4 |
Abilities: | Str 29, Dex 9, Con —, Int —, Wis 11, Cha 1 |
Skills: | |
Feats: | |
Climate/Terrain: | Any land |
Organization: | Solitary or gang (2-4) |
Challenge Rating: | 11 |
Treasure: | None |
Alignment: | Always neutral |
Advancement: | 15-21 HD (Large); 22-42 HD (Huge) |
Combat
A golem’s creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, the golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple program to govern its actions in his or her absence.
Golems do not need to breathe and are immune to most forms of energy.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Magic Immunity (Ex): Golems completely resist most magical and supernatural effects, except where otherwise noted below.
A stone golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute rock to mud spell slows it (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points. A stone to flesh spell does not actually change the golem’s structure but makes it vulnerable to any normal attack for the following round (this does not include spells, except those that cause damage).
Slow (Su): A stone golem can use slow as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a successful Will save (DC 13) to negate. The ability is otherwise the same as the spell.
Construction
The cost listed for each golem includes that of the physical body and all the materials and spell components that are consumed or become a permanent part of it.
Understanding the rituals requires a character of the required level with the Craft Magic Arms and Armor and Craft Wondrous Item feats. The creator must labor for at least 8 hours each day in a specially prepared laboratory or workroom. The chamber is similar to an alchemist’s laboratory and costs 500 gp to establish.
When not working on the rituals, the creator must rest and can perform no other activities except eating, sleeping, or talking. If personally constructing the golem’s body, the creator can perform the building and rituals together. If the creator misses a day of rituals, the process fails and must be started again. Money spent is lost, but XP spent are not. The golem’s body can be reused, as can the laboratory.
Completing the ritual drains the appropriate XP from the creator and requires casting any spells on the final day. The creator must cast the spells personally, but they can come from outside sources, such as scrolls.
The golem costs 80,000 gp to create, which includes 1,000 gp for the body. Assembling the body requires a successful Craft (sculpting or masonry) check (DC 17). The creator must be 16th level and able to cast arcane spells. Completing the ritual drains 1,600 XP from the creator and requires geas/quest, limited wish, polymorph any object, and slow.
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