| Hit Dice: | 11d10+30 (90 hp) |
| Initiative: | −1 |
| Speed: | 20 ft. (4 squares), can’t run |
| Armor Class: | 20 (−1 size, −1 Dex, +12 natural), touch 8, flat-footed 20 |
| Base Attack/Grapple: | +8/+19 |
| Attack: | Slam +13 melee (2d8+6 plus soiled wound) |
| Full Attack: | 2 slams +13 melee (2d8+6 plus soiled wound) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | Berserk, soiled wound |
| Special Qualities: | Construct traits, damage reduction 5/adamantine and bludgeoning, darkvision 60 ft., immunity to magic, low-light vision |
| Saves: | Fort +3, Ref +2, Will +3 |
| Abilities: | Str 23, Dex 9, Con —, Int —, Wis 11, Cha 1 |
| Skills: | — |
| Feats: | — |
| Environment: | Any |
| Organization: | Solitary, pair, or gang (3–4) |
| Challenge Rating: | 9 |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | 12–18 HD (Large); 19–33 HD (Huge) ♊ |
| Level Adjustment: | — |
Preceded by the smell of carrion, this humanoid creature is formed of moist (almost muddy) earth, mixed in with small bone bits, teeth, and rotting cloth scraps, topped with a dirt-encrusted humanoid skull. Its legs are short and thick, and its chest and arms somewhat tapering.
This humanoid golem is composed of magically coherent grave earth. A grave dirt golem wears no clothing, though sometimes the clothing or the gear of past victims can be found mixed in with the medium of its form.
A grave dirt golem cannot speak or make any vocal noise. It walks and moves with a slow, clumsy gait. It weighs around 800 pounds.
No one likes to be hit by a grave dirt golem because its filth fouls the wounds of its enemies.
Berserk (Ex): When a grave dirt golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. An uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a grave dirt golem goes berserk, no known method can reestablish control.
Immunity to Magic (Ex): A grave dirt golem is immune to spells, spell-like abilities, and supernatural effects, just as if the attacker had failed to overcome spell resistance. The only exceptions are as follows: A move earth spell drives the grave dirt golem back 120 feet and deals 3d12 points of damage. A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage. An earthquake spell cast directly at a grave dirt golem stops it from moving on its next turn and deals 5d10 points of damage. The golem receives no saving throw against any of these effects.
Any magical attack against a grave dirt golem that deals electricity damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points that last for up to 1 hour. A grave earth golem receives no saving throw against magical attacks that deal electricity damage.
Soiled Wound (Ex): The wound inflicted by a grave dirt golem is caked with grave dirt. Suffused with negative energy, the soiled wound deals an extra 2d4 points of negative energy damage on the round subsequent to its delivery, after which the dirt in the wound becomes inert.
Price (Item Level): 30,000 gp (16th)
Body Slot: —
Caster Level: 9th
Aura: Moderate; (DC 19) necromancy and transmutation
Activation: —
Weight: 1,500 lb.
A grave dirt golem’s body must be sculpted from 1,500 pounds of soil taken from a consecrated graveyard, mass grave, or unhallowed burial plot, treated with rare grave oils and binding reagents worth 1,000 gp. Creating the body requires a DC 15 Craft (sculpting) check or a DC 15 Craft (pottery) check.
Prerequisites: Craft Construct, animate dead, earthen grasp, inflict moderate wounds, caster must be at least 9th level.
Cost to Create: 16,000 gp, 1,160 XP, 30 days (not counting the crafting time for the body).
These costs are for a minimum HD grave dirt golem. For advanced grave dirt golems, see Constructing Advanced Golems.
Source: Libris Mortis, page 105. The missing construction rules given were generated by Gemini based on directives to use construction rules for golems in the Monster Manual, the Monster Manual II, and the Draconomicon for comparison and formatting the results to Magic Item Compendium standards, with minor corrections.
| Hit Dice: | 14d10+30 (107 hp) |
| Initiative: | –1 |
| Speed: | 20 ft. (4 squares) |
| Armor Class: | 26 (−1 size, −1 Dex, +18 natural), touch 8, flat-footed 26 |
| Base Attack/Grapple: | +10/+23 |
| Attack: | Slam +18 melee (2d10+9) |
| Full Attack: | 2 slams +18 melee (2d10+9) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | Slay living (DC 17) |
| Special Qualities: | Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision |
| Saves: | Fort +4, Ref +3, Will +4 |
| Abilities: | Str 29, Dex 9, Con —, Int —, Wis 11, Cha 1 |
| Skills: | — |
| Feats: | — |
| Environment: | Any |
| Organization: | Solitary or gang (2–4) |
| Challenge Rating: | 13 |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | 15–21 HD (Large); 22–42 (Huge) ♊ |
| Level Adjustment: | — |
This ghastly automaton is fashioned of fused tomestones. It is half again as tall as a normal human.
This golem has a humanoid body made from fused headstones, inscribed with names in various languages, often more than one name per headstone, along with birth and death dates.
A tombstone golem is 9 feet tall and weighs around 2,000 pounds.
Tombstone golems are formidable opponents, being physically powerful and difficult to harm.
Slay Living (Su): A tombstone golem can deliver a slay living effect, as the spell, in conjunction with a normal melee attack every 2 rounds. The effect slays those who fail a DC 17 Fortitude save, or deals 3d6+14 points of damage even on a successful save. The save DC is Constitution-based.
Immunity to Magic (Ex): A tombstone 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.
A transmute rock to mud spell slows a tombstone golem (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 negates its damage reduction and immunity to magic for 1 full round.
Price (Item Level): 135,000 gp (22nd)
Body Slot: —
Caster Level: 14th
Aura: Strong; (DC 22) abjuration, enchantment, and necromancy
Activation: —
Weight: 3,000 lb.
A tombstone golem’s body is fashioned from a multiple headstones, collectively weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 17 Craft (stonemasonry) check.
Prerequisites: Craft Construct, antimagic field, geas/quest, slay living, symbol of stunning, caster must be at least 14th level.
Cost to Create: 70,000 gp, 5,200 XP, 135 days (not counting the crafting time for the body).
These costs are for a minimum HD tombstone golem. For advanced tombstone golems, see Constructing Advanced Golems.
Source: Libris Mortis, page 105.