Introducing a new feature to my RPG blog:
The Creature Feature
I will be occasionally featuring a new creature from my own bestiary. This entry features Aquatic Golems; yes, golems that operate underwater. Read and enjoy.
Aquatic
golems are almost
always
found guarding underwater
lairs. The two most common forms found are either a shark, or an
orca (killer whale), although other rare forms have been identified
like giant squids, giant octopus, or giant eels. These golems come
in two variants: Stone, or iron. Both variants are programmed to
guard either a specific area, or an item depending on the wishes of
their creators. The form of the golem dictates its method of attack,
and damage it does in combat. Each variant has its own special
attack form as well; see the creature listings below. These
golems are considered greater golems, thus cannot go berserk.
Aquatic Stone Golem:
The
stone variant is sculpted from a single block of granite, or stone of
similar hardness, of no less than 40,000 gold piece value, and one
ton in weight. A master sculptor is required to make the golem, and
it will take the craftsman a minimum of three months to
sculpt the statue.
There is
be a fifteen percent chance of the sculptor causing a flaw in the
statue rendering it useless as a golem, and must start over from
scratch. Once the statue is crafted, a wizard of no less than
sixteenth level is needed to cast the following spells: Wish,
haste, polymorph any object, geas, levitate, and
shocking grasp.
In addition, a
protection from water scroll
is required. Spell
scrolls may substituted to complete the spell-casting requirements so
long as they are of the correct level of power.
The
spell-caster
will need a minimum of sixty days to a maximum of ninety to cast the
spells and activate the golem. There is a twenty-five percent chance
of failing
to
activate the golem.
If the spell-caster
fails to activate the golem, there is a twenty percent chance of the
statue becoming damaged, and rendered useless for purposes of
becoming a golem. This
golem weighs
about 1,300 pounds.
Aquatic
Iron Golem:
The
iron variant is made from iron of no less than 55,000 gold piece
value, and weighing a minimum of 3,400 pounds. A master iron smith
is needed to craft the statue that is to be the golem, and the
craftsman will need a minimum of six months time. There
is
be a twenty
percent chance of the smith
causing a flaw in the statue rendering it useless as a golem, and
must start over from scratch. Once
the statue is made, a wizard of at least eighteenth level is needed
to cast the following spells: Wish,
haste, polymorph any object, levitate, geas, and
lighting
bolt.
In addition, a
protection form water
scroll is required. Spell scrolls may substituted to complete the
spell-casting requirements so
long as they are of the correct level of power.
The
spell-caster needs from ninety to one-hundred-twenty days to cast the
spells and activate the golem. If
the spell-caster
fails to activate the golem, there is a twenty-five
percent chance of the statue becoming damaged, and rendered useless
for purposes of becoming a golem. This
golem weighs about 2,000 pounds.
Aquatic Stone
Golem
|
Aquatic Iron
Golem
|
|
CLIMATE/TERRAIN:
|
Underwater |
Underwater |
FREQUENCY:
|
Vary
Rare |
Very
Rare |
ORGANIZATION:
|
Individual |
Individual |
ACTIVITY
CYCLE:
|
Any |
Any |
DIET:
|
Nil |
Nil |
INTELLIGENCE:
|
Non-
(0) |
Non-
(0) |
TREASURE:
|
Nil |
Nil |
ALIGNMENT:
|
Nil |
Nil |
NO.
APPEARING:
|
1
to 2 |
1
to 2 |
ARMOR
CLASS:
|
5 |
3 |
MOVEMENT:
|
Sw
24 |
Sw
24 |
HIT-DICE:
|
7
(30 hp) |
12
(50 hp) |
THAC0:
|
15 |
13 |
NO.
OF ATTACKS:
|
1 |
1 |
DAMAGE/ATTACK:
|
3-12 |
5-20 |
SPECIAL
ATTACKS:
|
See
below |
See
below |
SPECIAL
DEFENSES:
|
See
below |
See
below |
MAGIC
RESISTANCE:
|
See
below |
See
below |
SIZE:
|
L
(15' long) |
H
(20' long) |
MORALE:
|
Fearless
(20) |
Fearless
(20) |
XPV:
|
5,000 |
7,000 |
Combat:
Aquatic Stone Golem – This variant golem attacks with a bite equivalent to the largest of sharks. In addition to its normal attack, this golem is able to deliver an electrical touch attack of 1d8+16 hit points damage (save applicable, thrice per day, 50% chance per attack); targets are AC 10 in regard to this attack. If this golem attacks a sailing vessel, the vessel's hull must save versus crushing blow, or it will cause a hole in the hull of two to three feet in diameter. Weapons of plus two, or better enchantment can only affect this golem. The golem is immune to all spells save a full wish, stone to flesh (allows normal weapons to damage the golem for the spell's duration), or rock to mud (restores all lost hit points).
Aquatic Iron Golem – This golem attacks with a bite equivalent to Orcas, or Killer Whales. In addition to its bite, this golem can cast lighting bolt (forty percent chance per round) at the eighteenth level of ability thrice per day. If this golem attacks a sailing vessel, the vessel's hull must save versus crushing blow at a plus two penalty on the die roll, or a three to four foot diameter hole results. Weapons of plus three, or better enchantment can only hit this golem. The golem is immune to all spells and spell-like powers save a full wish, electrical attacks (slow the golem by half for 1d4 rounds per damage hit die of the attack), or fire based attacks (restore one hit point per damage hit die of the attack).
Aquatic Stone Golem – This variant golem attacks with a bite equivalent to the largest of sharks. In addition to its normal attack, this golem is able to deliver an electrical touch attack of 1d8+16 hit points damage (save applicable, thrice per day, 50% chance per attack); targets are AC 10 in regard to this attack. If this golem attacks a sailing vessel, the vessel's hull must save versus crushing blow, or it will cause a hole in the hull of two to three feet in diameter. Weapons of plus two, or better enchantment can only affect this golem. The golem is immune to all spells save a full wish, stone to flesh (allows normal weapons to damage the golem for the spell's duration), or rock to mud (restores all lost hit points).
Aquatic Iron Golem – This golem attacks with a bite equivalent to Orcas, or Killer Whales. In addition to its bite, this golem can cast lighting bolt (forty percent chance per round) at the eighteenth level of ability thrice per day. If this golem attacks a sailing vessel, the vessel's hull must save versus crushing blow at a plus two penalty on the die roll, or a three to four foot diameter hole results. Weapons of plus three, or better enchantment can only hit this golem. The golem is immune to all spells and spell-like powers save a full wish, electrical attacks (slow the golem by half for 1d4 rounds per damage hit die of the attack), or fire based attacks (restore one hit point per damage hit die of the attack).
Habitat/Society:
Golems,
being unintelligent constructs, have no organization except what was
imposed on them by their creators upon activation.
Ecology:
Golems neither add to, or take from any environs they may habituate
in, as they
do
not consume any
resources.
Variants:
By
form taken.