Golems are magically created automatons of great power. Constructing one involves the employment of mighty magic and elemental forces.
| Hit Dice: | 22d10+30 (151 hp) |
| Initiative: | +1 |
| Speed: | 20 ft. (4 squares) (can’t run) |
| Armor Class: | 26 (−1 size, +1 Dex, +16 natural), touch 10, flat-footed 25 |
| Base Attack/Grapple: | +16/+26 |
| Attack: | Slam +21 melee (2d8+9 plus 2d6 acid) |
| Full Attack: | 2 slams +21 melee (2d8+9 plus 2d6 acid) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | Acidic touch, berserk, breath weapon |
| Special Qualities: | Alchemical healing, construct traits, damage reduction 10/adamantine and 20/piercing or slashing, darkvision 60 ft., immunity to magic, low-light vision, rupture |
| Saves: | Fort +7, Ref +8, Will +7 |
| Abilities: | Str 23, Dex 12, Con —, Int —, Wis 10, Cha 1 |
| Skills: | — |
| Feats: | — |
| Environment: | Any |
| Organization: | Solitary or gang (2–4) |
| Challenge Rating: | 11 |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | 23–33 HD (Large); 34–44 HD (Huge) ♊ |
| Level Adjustment: | — |
A large, humanoid-shaped creature with swollen, unformed features lumbers toward you. Fluid bulges beneath its skin.
The body of an alchemical golem is composed of a single tough, transparent membrane in the shape of a humanoid, with the face usually mimicking the appearance of its creator. Inside the membrane is a swirling collection of toxic, oily chemicals, which merge and separate at random, and give the creature life. An alchemical golem wears no clothing and has no possessions. Despite the membrane that keeps the ingredients inside, the golem gives off a faint, acrid smell.
An alchemical golem is 9 feet tall and weighs 4,000 pounds.
Alchemical golems cannot speak.
An alchemical golem can be a particularly dangerous opponent, because the mere act of damaging it releases toxic chemicals that burn the skin and choke the lungs. Wise combatants use ranged attacks against alchemical golems.
Acidic Touch (Ex): An alchemical golem’s surface gleams with acid. The merest touch of the construct deals 2d6 points of acid damage. Any creature that touches an alchemical golem (such as with a grapple attack or touch spell) takes this damage as well.
Berserk (Ex): The same noxious mixture of ingredients that gives an alchemical golem life also makes it unstable. When an alchemical golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature, or smashing an object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once the golem goes berserk, no known method can reestablish control.
Breath Weapon (Su): 15-foot cone, once every 1d4+1 rounds, 5d6 acid, Reflex DC 21 half. All creatures in the toxic, acidic cone must also make a DC 21 Fortitude save to avoid breathing in the poisonous fumes taking 2 points of Constitution damage. The save DCs are Constitution-based.
Alchemical Healing (Ex): An alchemical golem does not heal as normal. An alchemical golem can consume a large barrel of a special alchemical mixture worth 500 gp to restore itself to full hit points. It takes 2 full rounds for an alchemical golem to consume the liquid. Because of this, creators of alchemical golems commonly leave a vat or two of this substance near a golem in case it is damaged.
Immunity to Magic (Ex): An alchemical golem is immune to all spells, spell-like abilities, and supernatural effects that allow spell resistance, except as follows.
A neutralize poison spell slows it (as the slow spell) for 2d6 rounds, with no saving throw.
A poison spell heals all its lost hit points.
Rupture (Ex): Any single hit that deals at least 10 points of damage punctures an alchemical golem’s membrane. This releases a spray of chemicals that fills a 5-foot square in the direction from which the attack originated, its effects are identical to the breath weapon listed above. The membrane then closes, reducing the spill to a mere trickle.
When an alchemical golem is reduced to 0 hit points (by any source), the membrane collapses, spilling out all the remaining chemicals. The noxious materials fill a 15-foot radius with the same effect as the breath weapon.
Price (Item Level): 70,000 gp (19th)
Body Slot: —
Caster Level: 14th
Aura: Strong; (DC 22) enchantment, necromancy, and transmutation
Activation: Command (standard)
Weight: 4,000 lb.
An alchemical golem’s body is made from a complex series of noxious alchemical liquids poured into a tough, humanoid-shaped membrane.
The golem’s cost includes 2,000 gp for the construction of the body. Creating the body is a complex task that requires a DC 20 Craft (alchemy) check.
Prerequisites: Craft Construct, geas/quest, limited wish, poison, polymorph any object, caster must be at least 14th level.
Cost to Create: Cost 36,000 gp, 2,720 XP, 70 days.
These costs are for a minimum HD alchemical golem. For advanced alchemical golems, see Constructing Advanced Golems.
Tzandro Kavalant, a senior mentor at the Tower of Alchemy in Arcanix, teaches his pupils the secrets of alchemical golem creation— secrets he learned, allegedly, from flesh-eating witches in the Byeshk Mountains. Most of Khorvaire’s most gifted alchemists have their own handwritten, potion-stained copy of Kavalant’s Alcheme (a large and rambling tome) tucked away on some dusty shelf, if not an alchemical golem guarding their precious supplies.
Alchemical golems are prevalent across Faerûn, usually found guarding wizards’ workshops and dank dungeons. Some Faerûnian alchemical golems have modified breath weapons that deal other types of ability damage instead of (or in addition to) Constitution damage, while the Red Wizards of Thay have created variants that spew great gouts of alchemist’s fire or entangling goo (similar to that found in a tanglefoot bag) instead of acid.
Source: Monster Manual III, page 66.
| Hit Dice: | 8d10+30 (74 hp) |
| Initiative: | +2 |
| Speed: | 30 ft. (6 squares) |
| Armor Class: | 22 (−1 size, +2 Dex, +11 natural), touch 11, flat-footed 20 |
| Base Attack/Grapple: | +6/+14 |
| Attack: | Claw +9 melee (1d8+4 plus 1d6 Cha) or spiked chain +9 melee (2d6+6 plus 1d6 Cha) |
| Full Attack: | 2 claws +9 melee (1d8+4 plus 1d6 Cha) or spiked chain +9/+4 melee (2d6+6 plus 1d6 Cha) |
| Space/Reach: | 10 ft./10 ft. (spiked chain up to 20 ft.) |
| Special Attacks: | Crushing despair, touch of woe |
| Special Qualities: | Construct traits, damage reduction 10/ good, darkvision 60 ft., immunity to magic, low-light vision |
| Saves: | Fort +2, Ref +4, Will +2 |
| Abilities: | Str 18, Dex 15, Con —, Int —, Wis 11, Cha 15 |
| Skills: | Move Silently −8; racial bonuses |
| Feats: | — |
| Environment: | Gray Waste of Hades |
| Organization: | Solitary |
| Challenge Rating: | 7 |
| Treasure: | None |
| Alignment: | Always neutral evil |
| Advancement: | 9–12 HD (Large); 13–16 HD (Huge) ♊ |
| Level Adjustment: | — |
This misshapen ogrelike brute has taut flesh with a claylike texture. Howls of pain issue from a gaping black orifice where its face should be. Tormented visages press out from beneath its membranous skin, as though other creatures trapped inside it were clamoring for release.
Creatures of pure malevolence and woe, gloom golems haunt the layers of Hades, thriving on the misery and despair they inflict on others. The feelings of woe they absorb from their fallen victims manifest as tormented visages pressing against the inside of their skin. However, gloom golems do not actually absorb the bodies of their prey.
From a distance, a gloom golem could be mistaken for an ogre, although up close it lacks finer features. The gray substance that makes up its body comes from the three layers of Hades and carries a foul stench. A gloom golem stands 10 feet tall and weighs 950 pounds.
Gloom golems howl incessantly but do not communicate.
A gloom golem attacks with its two claws, although it can wield weapons as well. Its preferred weapon is the spiked chain. When using a spiked chain, a gloom golem gains 10 feet on its reach and gets a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails). It can also use the spiked chain to make trip attacks, dropping it to avoid being tripped if its own attempt to trip fails.
A gloom golem’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Crushing Despair (Su): Creatures within 30 feet of a gloom golem who hear its incessant howl must succeed on a DC 16 Will save or take a −2 penalty on attack rolls, saving throws, skill checks, ability checks, and weapon damage rolls. The penalties last until the golem is destroyed, for only then is the victim’s despair lifted. A good hope spell counters this mind-affecting compulsion. The save DC is Charisma-based.
Touch of Woe (Ex): A creature wounded by a gloom golem must succeed on a DC 16 Will save or take 1d6 points of Charisma drain. As the creature loses Charisma, it becomes more miserable and withdrawn until, at 0 Charisma, it collapses into a nightmare-filled coma. The save DC is Charisma-based.
Skills: Due to its incessant howling, a gloom golem takes a −10 penalty on Move Silently checks.
Price (Item Level): 40,000 gp (17th)
Body Slot: —
Caster Level: 11th
Aura: Moderate; (DC 20) conjuration, enchantment, and transmutation
Activation: Standard (command)
Weight: 950 lb.
A gloom golem’s body is crafted from a single block of clay taken from the banks of the River Styx as it flows through the Gray Wastes of Hades. The block weighs at least 1,000 pounds and costs 10,000 gp. Assembling the body requires both a DC 21 Craft (sculpting) check and a DC 21 Knowledge (the planes) check.
Prerequisites: Craft Construct, crushing despair, limited wish, planar binding, polymorph any object, caster must be evil and at least 11th level.
Cost to Create: 25,000 gp, 1,200 XP, 40 days.
These costs are for a minimum HD gloom golem. For advanced gloom golems, see Constructing Advanced Golems.
In the Eberron campaign setting, gloom golems are created on the plane of Mabar, the Endless Night, and are often referred to as Mabarak golems or doomhowlers.
In the Forgotten Realms campaign setting, gloom golems are created on the Barrens of Doom and Despair.
Source: Monster Manual III, page 68.
| Hit Dice: | 18d8+30 (111 hp) |
| Initiative: | +2 |
| Speed: | 30 ft. (6 squares) (can’t run) |
| Armor Class: | 27 (−1 size, +2 Dex, +16 natural), touch 11, flat-footed 25 |
| Base Attack/Grapple: | +13/+25 |
| Attack: | Slam +20 melee (2d8+12) |
| Full Attack: | 2 slams +20 melee (2d8+12) |
| Space/Reach: | 10 ft./20 ft. |
| Special Attacks: | Constrict 2d8+12, improved grab, rope whirlwind, strangle |
| Special Qualities: | Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision, unravel, vulnerability to fire |
| Saves: | Fort +6, Ref +8, Will +6 |
| Abilities: | Str 26, Dex 14, 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: | 19–27 HD (Large); 28–36 HD (Huge) ♊ |
| Level Adjustment: | — |
Two glowing eyes peer from this tall humanoid-shaped creature composed of twisted ropes.
Also called rope golems, hangman golems are composed of numerous ropes that are twisted and wrapped into the shape of a humanoid figure.
A hangman golem stands almost twice the height of a normal human, and its face is only a rough outline, with two pure white globs of energy burning where the eyes would be.
A hangman golem cannot speak, but it expresses acknowledgement of commands with the twisting of ropes. Hangman golems stand 10 feet tall and weighs 600 pounds.
A hangman golem is a ferocious combatant that tries to close with opponents before unleashing its rope whirlwind. If it is guarding a location or object, it typically unravels itself to appear like a long-disused rope to catch intruders by surprise.
Constrict (Ex): A hangman golem deals automatic slam damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a hangman golem must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Rope Whirlwind (Ex): Every 1d4 rounds, a hangman golem can extend a number of ropes and spin, making a single slam attack against each creature within 10 feet. A hangman golem can’t use its improved grab ability in conjunction with this ability.
Strangle (Ex): When a hangman golem grapples a living opponent, it can make a strangle attack as a standard action against the foe it grapples. The hangman golem and its foe make opposed grapple checks (or the foe can oppose with an Escape Artist check). If the hangman golem exceeds its opponent’s grapple check by 10 or more, it squeezes the breath from that opponent, and in addition to taking constrict damage, the foe is dazed for 1 round if it fails a DC 19 Fortitude save.
Immunity to Magic (Ex): A hangman golem is immune to all spells, spell-like abilities, and supernatural effects that allow spell resistance, except as follows.
Animate rope hastens the golem (as if by the haste spell) for 5 rounds.
Rope trick paralyzes the golem for 1 round (no save).
Unravel (Ex): Once per day as a standard action, a hangman golem can unravel its form to become a heap of tangled ropes that fills a 10-foot-by-10-foot area. While in this form, a hangman golem cannot attack or move, but it gains fast healing 10. A hangman golem can reform into its humanoid appearance as a full-round action.
Price (Item Level): 144,000 gp ()
Body Slot: —
Caster Level: 16th
Aura: Strong; (DC 23) enchantment and transmutation
Activation: Standard (command)
Weight: 600 lb.
A hangman golem’s body is crafted from numerous magically treated ropes that cost 1,250 gp. Creating the body is a complex task that requires a DC 20 Craft (weaving) check. Five or more ranks in the Use Rope skill grants a +2 bonus on the Craft check.
Prerequisites: Craft Construct, animate rope, geas/quest, limited wish, polymorph any object, caster must be at least 16th level.
Cost to Create: 72,625 gp, 5,710 XP, 144 days.
These costs are for a minimum HD hangman golem. For advanced hangman golems, see Constructing Advanced Golems.
Source: Monster Manual III, page 69.
| Hit Dice: | 15d10+30 (112 hp) |
| Initiative: | −1 |
| Speed: | 20 ft. (4 squares) (can’t run), swim 20 ft. |
| Armor Class: | 21 (−1 size, −1 Dex, +13 natural), touch 8, flat-footed 21 |
| Base Attack/Grapple: | +11/+22 |
| Attack: | Slam +17 melee (2d10+10) |
| Full Attack: | 2 slams +17 melee (2d10+10) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | Breath weapon, engulf |
| Special Qualities: | Construct traits, damage reduction 10/ adamantine and bludgeoning, darkvision 60 ft., immunity to magic, low-light vision |
| Saves: | Fort +5, Ref +4, Will +5 |
| Abilities: | Str 24, Dex 9, Con —, Int —, Wis 11, Cha 1 |
| Skills: | Hide −5, Swim +15; racial bonuses |
| Feats: | — |
| Environment: | Any |
| Organization: | Solitary or gang (2–4) |
| Challenge Rating: | 11 |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | 16–22 HD (Large); 23–30 HD (Huge) ♊ |
| Level Adjustment: | — |
This humanoid mass of mud stands twice the height of a normal human.
Mud golems are large, anthropomorphic creatures composed entirely out of slippery mud. They are hulking figures with crudely shaped but strong limbs. Their faces are just as rough, with a mouth and two eye sockets that are just scooped-out holes with dim glowing red spheres burning in the depressions.
A mud golem stands about 10 feet tall and weighs 600 pounds. Mud golems cannot speak, other than to utter groans and moans.
A mud golem fights best from the bank of a river, lake, pool, or cistern, where it buries itself into the muck. Once an opponent comes by, it leaps out and tries to engulf the creature.
Breath Weapon (Su): Spray of slippery mud; 15-foot cone, once every 1d3 rounds. This spray does no damage, but everyone in the area must make a DC 17 Reflex save or be blinded for 1d3 rounds. In addition, the breath weapon leaves a very slippery mud residue, equivalent to a grease spell (Reflex DC 17). The mud remains slippery for 1 hour before it dries out. The save DCs are Constitution-based.
Engulf (Ex): A mud golem can try to wrap a Medium or smaller creature in its body as a standard action. The mud golem attempts a grapple that does not provoke attacks of opportunity. If it wins the grapple check, it establishes a hold and slams the engulfed victim with a +4 bonus on the attack roll.
Attacks that hit an engulfing mud golem deal half their damage to the monster and half to the trapped victim.
While engulfed, a victim can do nothing but try to break free, by succeeding on an opposed grapple check. A mud golem can engulf 1 Medium, 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine opponents at a time.
An engulfed creature has no air to breathe, and there is a chance it will begin to drown (see Drowning).
Immunity to Magic (Ex): A mud golem is immune to all spells, spell-like abilities, and supernatural effects that allow spell resistance, except as follows.
A transmute mud to rock spell slows it (as the slow spell) for 2d6 rounds, with no saving throw.
A transmute rock to mud spell heals all its lost hit points.
A stone to flesh spell does not actually change the golem’s structure, but it negates the mud golem’s damage reduction for 1 round.
Skills: A mud golem has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A mud golem’s body blends in extremely well when it is submerged in mud, conferring a +15 circumstance bonus on Hide checks in those situations.
Price (Item Level): 65,000 gp (19th)
Body Slot: —
Caster Level: 14th
Aura: Strong; (DC 22) enchantment and transmutation
Activation: Standard (command)
Weight: 600 lb.
A mud golem’s body is made from special mud found in magically charged areas or created through magical means. The golem cost includes 1,000 gp for the construction of the body. Creating the body is a complex task that requires a DC 15 Craft (pottery) or a DC 15 Craft (sculpting) check.
Prerequisites: Craft Construct, geas/quest, limited wish, polymorph any object, transmute rock to mud, caster must be at least 14th level.
Cost to Create: 33,000 gp, 2,560 XP, 65 days.
These costs are for a minimum HD mud golem. For advanced mud golems, see Constructing Advanced Golems.
Source: Monster Manual III, page 70.
| Hit Dice: | 20d10+30 (140 hp) |
| Initiative: | +11 |
| Speed: | Fly 50 ft. (perfect) (10 squares) |
| Armor Class: | 36 (−1 size, +11 Dex, +16 deflection), touch 36, flat-footed 25 |
| Base Attack/Grapple: | +15/— |
| Attack: | Incorporeal touch +14 melee (prismatic touch) |
| Full Attack: | 2 incorporeal touches +14 melee (prismatic touch) |
| Space/Reach: | 10 ft./5 ft. |
| Special Attacks: | Prismatic body, prismatic touch |
| Special Qualities: | Blindsight 60 ft., construct traits, damage reduction 10/evil, darkvision 60 ft., immunity to magic, incorporeal traits, low-light vision, moral code |
| Saves: | Fort +6, Ref +17, Will +6 |
| Abilities: | Str —, Dex 33, Con —, Int —, Wis 11, Cha 11 |
| Skills: | — |
| Feats: | — |
| Environment: | Blessed Fields of Elysium |
| Organization: | Solitary |
| Challenge Rating: | 18 |
| Treasure: | None |
| Alignment: | Always neutral good |
| Advancement: | 21–30 HD (Large); 31–40 HD (Huge) ♊ |
| Level Adjustment: | — |
A 10-foot-diameter sphere of scintillating, multicolored light glides silently toward you.
A prismatic golem is a construct of pure light gathered from the luminescence of the plane of Elysium. Celestial spellcasters, always endeavoring to achieve the art of perfection, find that light compacted to its essence makes for a radiant servant.
A prismatic golem has no weight and cannot speak, although it nods to acknowledge a valid command.
When commanded, a prismatic golem moves up to a foe and strikes him with its tendrils. The golem is disarmingly fast and elusive, so it never hesitates to distance itself from those who can hurt it.
Prismatic Body (Su): A prismatic golem’s body is comprised of scintillating colors. Creatures with 8 HD or fewer within 20 feet of a prismatic golem are blinded for 2d4 rounds by the flashing colors (no save). Any creature that touches a prismatic golem is treated as though the golem had hit it with its prismatic touch attack. A prismatic golem can be seen from miles away, and provides illumination as a daylight spell at all times.
Prismatic Touch (Su): A prismatic golem attacks with luminous tendrils that extend from its body. A tendril’s color is determined randomly, since the golem lacks the intelligence to choose colors on its own. The effect of the touch attack is based on the tendril’s color, as shown on the following table. The save DCs are Charisma-based.
| d8 | Color | Effect |
|---|---|---|
| 1 | Red | 5d6 points of fire damage |
| 2 | Orange | 5d6 points of acid damage |
| 3 | Yellow | 5d6 points of electricity damage |
| 4 | Green | 10d6 points of damage (as disintegrate spell; Fortitude DC 20 half) |
| 5 | Blue | 5d6 points of cold damage |
| 6 | Indigo | Insanity (as spell; Will DC 20 negates) |
| 7 | Violet | 5d6 points of sonic damage |
| 8 | White | 5d6 points of force damage |
Immunity to Magic (Ex): A prismatic golem is immune to any spell or spell-like ability that allows spell resistance. In addition, some spells and effects function differently against the creature, as noted here.
A prismatic spray heals the golem of 3d8 points of damage +1 point per caster level (maximum 3d8+15). Contact with a prismatic wall or prismatic sphere also heals the golem in this way, and ends the spell’s effect.
Moral Code: Though unintelligent, a prismatic golem is imprinted with the moral code of its creator. It will cease to function on its controller’s behalf if given any instructions that conflict with that moral code, regardless of whether the creator’s ethics change.
Price (Item Level): 250,000 gp (28th)
Body Slot: —
Caster Level: 17th
Aura: Strong; (DC 24) abjuration, conjuration, and transmutation
Activation: Standard (commnad)
Weight: —
Crafted from gems exposed to the glorious light of Elysium, a prismatic golem’s body costs 50,000 gp to construct. Assembling the body requires both a DC 22 Craft (sculpting) check and a DC 22 Knowledge (the planes) check.
Prerequisites: Craft Construct, greater planar binding, polymorph any object, prismatic sphere, wish, caster must be good and at least 17th level.
Cost to Create: 150,000 gp, 8,000 XP, 250 days.
These costs are for a minimum HD prismatic golem. For prismatic advanced golems, see Constructing Advanced Golems.
In the Eberron campaign setting, prismatic golems are created on the plane of Syrania, the Azure Sky, and are often referred to as Syranian golems.
Source: Monster Manual III, page 71.
The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.
| Shadesteel Golem ⬇️ Medium Construct (Extraplanar) |
Greater Shadesteel Golem ⬇️ Medium Construct (Extraplanar) |
|
|---|---|---|
| Hit Dice: | 18d10+20 (119 hp) | 27d10+30 (178 hp) |
| Initiative: | +3 | +2 |
| Speed: | 30 ft. (6 squares), fly 30 ft. (perfect) | 30 ft. (6 squares), fly 30 ft. (perfect) |
| Armor Class: | 33 (+3 Dex, +20 natural), touch 13, flat-footed 33 | 33 (−1 size, +2 Dex, +22 natural), touch 11, flat-footed 31 |
| Base Attack/Grapple: | +13/+20 | +20/+36 |
| Attack: | Slam +20 melee (2d6+7) | Slam +31 melee (2d10+12) |
| Full Attack: | 2 slams +20 melee (2d6+7) | 2 slams +31 melee (2d10+12) |
| Space/Reach: | 5 ft./5 ft. | 10 ft./10 ft. |
| Special Attacks: | Negative pulse wave (DC 19) | Negative pulse wave (DC 23) |
| Special Qualities: | Construct traits, damage reduction 10/adamantine and magic, darkvision 60 ft., immunity to magic, low-light vision, shadow blend | Construct traits, damage reduction 15/adamantine and magic, darkvision 60 ft., immunity to magic, low-light vision, shadow blend |
| Saves: | Fort +6, Ref +9, Will +6 | Fort +9, Ref +11, Will +9 |
| Abilities: | Str 24, Dex 16, Con —, Int —, Wis 11, Cha 7 | Str 34, Dex 14, Con —, Int —, Wis 11, Cha 7 |
| Skills: | Hide +15, Move Silently +19; racial bonuses | Hide +10, Move Silently +18; racial bonuses |
| Feats: | — | — |
| Environment: | Plane of Shadow | Plane of Shadow |
| Organization: | Solitary or team (1 plus 2d4 greater shadows) | Solitary or team (1 plus 2d4 greater shadows) |
| Challenge Rating: | 11 | 14 |
| Treasure: | None | None |
| Alignment: | Always neutral | Always neutral |
| Advancement: | 19–26 HD (Medium); 27–40 HD (Large); 41–54 HD (Huge) ♊ | 28–40 HD (Large); 41–54 HD (Huge) ♊ |
| Level Adjustment: | — | — |
Shadesteel Golem • Greater Shadesteel Golem
This 7-foot-tall shadowy automaton is crafted from a matte black metal that seems to absorb light. A mist fills the hollow spaces between its skeletal frame, and its two long arms end in sharp metal claws. A dour, skull-shaped head surmounts its broad torso, but the construct has no neck to speak of. It moves slowly but silently, hovering slightly above the ground and disturbing nothing as it passes.
Crafted from metal mined and forged entirely on the Plane of Shadow, shadesteel golems are silent and powerful guardians. Necromancers, liches, and vampires create these planar golems to defend their crypts from clerics or paladins unlikely to be hampered by undead minions.
Those seeing a shadesteel golem often mistakenly identify it as undead, since it has a dark shadowy appearance and moves as quietly as a wraith. Unlike most constructs, a shadesteel golem is very stealthy, capable of blending into even the faintest of shadows. Their creators use them as hidden guardians in conjunction with more obvious deterrents, such as iron golems or zombies.
A shadesteel golem stands 7 feet tall and weighs about 1,500 pounds, though it usually floats with such ease that it appears to be almost weightless.
A shadesteel golem is mindless and follows whatever orders its master gives it. A golem’s creator can command it if the golem is within 60 feet and can see and hear her. If uncommanded, the golem usually follows its last instruction to the best of its ability, though the golem always returns attacks made against it. The creator can give the golem a simple command to govern its actions in her absence, such as “Attack any living creature that enters this room.” Like most constructs, it fights to the death unless commanded to retreat.
Negative Pulse Wave (Su): The shadesteel golem can radiate a burst of inky black negative energy as a free action every 1d4+1 rounds. The pulse wave drains life from all living creatures within 40 feet of the golem, dealing 12d6 points of negative energy damage. A Fortitude save (DC shown in entry) halves the damage; the save DC is Constitution-based. Undead creatures within the area are healed of 12d6 points of damage instead, and any turning effect they are under is broken. A death ward spell or similar effect protects a creature from a shadesteel golem’s negative pulse wave.
Immunity to Magic (Ex): A shadesteel golem is immune to any spell, supernatural ability, or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical effect that has the light descriptor (such as continual flame) causes the golem to speed up as if affected by the spell haste for 2d4 rounds. The golem is also hasted whenever it is subject to a positive energy effect, such as the turning attempt of a cleric. This might happen if the cleric has mistakenly identified the creature as a nightwalker or other undead, or if the golem is standing near undead.
If a shadesteel golem is targeted by or within the area of a spell with the darkness or shadow descriptor, the golem is healed of 1 point of damage per level of the spell.
Shadow Blend (Su): In any condition of illumination other than full daylight, a shadesteel golem can disappear into the shadows, giving it concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, though a daylight spell does.
Skills: A shadesteel golem has a +16 racial bonus on Move Silently checks and a +12 racial bonus on Hide checks.
Price (Item Level): 130,000 gp (22nd)
Body Slot: —
Caster Level: 17th
Aura:
Activation: Standard (command)
Weight: 1,500 lb.
A shadesteel golem must be created entirely on the Plane of Shadow, using 1,500 pounds of steel tempered with rare shadow-liquids. This shadow-tempered steel costs 10,000 gp to create. The creator must then make a DC 30 Craft (armorsmithing) check to forge the golem’s body.
Prerequisites: Craft Wondrous Item, Craft Construct, energy drain, geas/quest, limited wish, polymorph any object, shades, caster must be at least 17th level.
Cost to Create: 70,000 gp, 4,800 XP, 130 days.
These costs are for a minimum HD shadesteel golem. For advanced shadesteel golems, see Constructing Advanced Golems.
A shadesteel golem is incapable of devising its own tactics, but its master certainly does not suffer the same deficiency. Paired with a few undead, a shadesteel golem can be the perfect sentry, using its pulse wave to heal its allies and weaken its opponents. A savvy master gives the construct instructions to delay the use of its negative pulse wave for a few rounds, so as to maximize its benefit for healing the undead. The following tactics assume the golem is backed up by five greater shadows (an EL 13 encounter).
Prior to combat: Their creators often place shadesteel golems atop a symbol of death. When the golem moves to attack, the symbol is revealed. The golem’s chamber is always dimly lit, to take advantage of the construct’s ability to blend into shadows.
Round 1: Charge the nearest opponent, slamming once. The shadows circle and engage, looking for weak prey but staying within 40 feet of the golem.
Round 2: Slam foe twice. The shadows drain the Strength of nearby enemies.
Round 3: Release negative pulse wave, damaging all foes within 40 feet and healing any injured shadows. Follow up with another two slam attacks (or charge another foe, if the pulse wave killed opponents). The shadows, newly healed, continue their assault.
Round 4: Continue slamming foes. Release another pulse wave every 1d4+1 rounds.
If the golem’s master is present, on the other hand, the fight is very different. While the tactics of a high-level wizard are many and varied, one way in which the master can use the shadesteel golem to best tactical advantage is to cast shadow spells that heal the golem while damaging any enemies. For example, she might cast greater shadow evocation to create an illusory chain lightning spell, targeting the most powerful opponent, then striking the remaining party members before arcing back to hit the golem (and heal it). If the master is a lich, vampire, or other undead creature, she tries to stay within 40 feet of the golem, so that she benefits from the healing properties of the negative pulse wave.
A greater shadesteel golem stands 11 feet tall and weighs about 4,000 pounds.
Greater shadesteel golems use the same techniques and tactics as ordinary shadesteel golems.
Jahakinir the Shadow-Wizard, a lich of terrible power, created the first four shadesteel golems on the plane of Mabar, the Endless Night, and offered them to his vampiric apprentice, Osilvune. He then sent his apprentice forth to raise a kingdom on Eberron. Osilvune became ruler of her own demesne, but her ambition brought her too many enemies. One day, she simply vanished from the face and depths of the world. Her servants claim that she hid her wealth in secret subterranean vaults guarded by Jahakinir’s shadesteel golems, but these sepulchers have never been found. Whether the lich created other shadesteel golems and whether the secrets of their construction have been passed on remain mysteries as well.
The human empire of Imaskar gave rise to the first shadesteel golems, which were built to guard the vast troves of Imaskar’s evil wizard-kings. Other rulers from different realms have sponsored expeditions into Imaskar’s known ruins to unearth the lost knowledge of shadesteel golem construction, but it is not known whether these explorations have borne fruit.
Source: Monster Manual III, page 72.
| Hit Dice: | 11d10+30 (90 hp) |
| Initiative: | +3 |
| Speed: | 30 ft. (6 squares) |
| Armor Class: | 20 (−1 size , +3 Dex, +8 natural), touch 12, flat-footed 17 |
| Base Attack/Grapple: | +8/+17 |
| Attack: | Slam +12 melee (2d10+7) |
| Full Attack: | 2 slams +12 melee (2d10+7) and bite +7 melee (1d6+2 plus poison) |
| Space/Reach: | 10 ft./15 ft. |
| Special Attacks: | Poison, web |
| Special Qualities: | Adhesive, construct traits, damage reduction 10/adamantine, darkvision 60 ft., fast healing 5, immunity to magic, low-light vision, spider climb, vulnerability to fire |
| Saves: | Fort +3, Ref +6, Will +3 |
| Abilities: | Str 20, Dex 17, Con —, Int —, Wis 11, Cha 1 |
| Skills: | Hide −1; racial bonuses |
| Feats: | — |
| Environment: | Any |
| Organization: | Solitary (often with a Huge monstrous spider) or gang (2–4 plus 2d4 Huge monstrous spiders) |
| Challenge Rating: | 7 |
| Treasure: | None |
| Alignment: | Always neutral |
| Advancement: | 12–16 HD (Large); 17–22 HD (Huge) ♊ |
| Level Adjustment: | — |
This vaguely humanoid-shaped creature is composed entirely of webs, except for its eight spiderlike eyes and sharp mandibles.
A web golem is a construct entirely composed of thick layers of spider webbing. The body is only the roughest shape of a humanoid, with two arms, two legs, and a stumpy head, but little definition. Its long, powerful arms can reach up to 15 feet. The golem has eight multi faceted eyes and the poisonous fangs of a giant spider.
A web golem stands roughly 8 feet tall, and despite the gossamer nature of its webbing weighs 500 pounds.
A web golem cannot speak and gives off no discernable scent.
Like a spider, a web golem lurks on high ceilings out of reach of its prey, catching as many opponents as possible in its webs before descending to finish them off.
Poison (Ex): Bite, Fortitude DC 15; initial and secondary damage 1d6 Str. The save DC is Constitution-based.
Web (Sp): A web golem can use a web effect, as the spell (DC 13), three times per day. Caster level 10th.
Adhesive (Ex): A web golem is extremely sticky. Anyone who makes an unsuccessful melee attack against a web golem must succeed on a DC 20 Reflex save, or the attacker’s weapon sticks to the web golem and is yanked out of the wielder’s grasp. Creatures using natural weapons are automatically grappled if they fail the save. Pulling a stuck weapon or limb loose from a web golem requires a DC 20 Strength check. The save DC and check DC are Strength-based.
Immunity to Magic (Ex): A web golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells function differently against the creature, as noted below.
A grease spell slows it (as the slow spell) for 2d6 rounds, with no saving throw.
A web golem’s movement is not inhibited by a web spell.
Spider Climb (Su): A web golem has a continuous spider climb ability, as the spell.
Skills: A web golem’s body allows it to blend in extremely effectively when hiding among other giant spider webs, conferring a +15 circumstance bonus on Hide checks.
Price (Item Level): 65,000 gp (19th)
Body Slot: —
Caster Level: 14th
Aura: Strong; (DC 22) conjuration, enchantment, necromancy, transmutation
Activation: Standard (command)
Weight: 500 lb.
A web golem’s body is made from layer upon layer of webbing harvested from monstrous spiders. The material costs 1,000 gp for construction of the body. Creating the body is a complex task that requires a successful DC 20 Craft (weaving) or Profession (silk maker) check.
Prerequisites: Craft Construct, geas/quest, limited wish, poison, polymorph any object, spider climb, web, caster must be at least 14th level.
Cost to Create: 33,000 gp, 2,560 XP, 65 days.
These costs are for a minimum HD web golem. For advanced web golems, see Constructing Advanced Golems.
The giants of Xen’drik used web golems to guard their sealed vaults; some still linger there in ancient ruins.
Source: Monster Manual III, page 74.
Planar golems, such as the gloom golem and prismatic golem, are special kinds of constructs made from the matter of an Outer Plane. Building one is a task suited only to those who can control the very essences of the planes.
A planar golem may be constructed only on the plane from which it is crafted. A spirit from the planar matter is trapped by a powerful magic item and then bound to the creator’s will. The matter is extremely difficult to shape, always destroying the expensive item in the process.
Planar golems are notoriously difficult to control, because planes have their own characteristics that override those of the golems’ forgers. A planar golem takes on some traits of the plane it comes from. The creator of the planar golem, as well as anyone who would control it, must be of an alignment matching that of the plane used to create the golem. If the controller’s alignment changes, the golem becomes uncontrolled until the controller returns to the former alignment.
Planar golems have the extraplanar subtype unless on their home plane. Planar golems otherwise follow the normal rules for golems.
Two types of planar golems are introduced here: the gloom golem (from the Gray Waste of Hades) and the prismatic golem (from the Blessed Fields of Elysium). Other types of planar golems can be created from the matter of other planes. They include the following:
Amorphion (Ever-Changing Chaos of Limbo): Comprised of churning stone, water, fire, air, and color, an amorphion emanates a continual aura of chaos that causes spells or spell-like abilities in the affected area to go awry, as though affected by the wild magic planar trait.
Ash Golem (Bleak Eternity of Gehenna): Made from the pyroclastic ash of Gehenna, this golem resembles a giant ashen skeleton surrounded by a cloud of blinding hot cinders.
Battleglory (Heroic Domains of Ysgard): This golem is made from the bones, armor, and weapons of a dozen slain barbarians, knitted into a single shambling form that fights relentlessly.
Gear Golem (Clockwork Nirvana of Mechanus): A clockwork creature, this precision golem grinds and ratchets implacably toward its foes. It can grab foes and hold them against its whirling gears, grinding and crushing them.
Mindstrike Golem (Windswept Depths of Pandemonium): This hideous golem feeds on sanity and resembles a 15-foot-long worm composed of black blood. Its bite transforms its wounded victims into screaming, deluded maniacs.
Perfector (Peaceable Kingdoms of Arcadia): This golem is fashioned from polished silver and gold, perfectly formed into the shape of an archon, formian, or other lawful being. It can burn evil creatures with its luminous gaze, and its touch can also lift curses and cure maladies.
Sentinel of Mithardir (Olympian Glades of Arborea): The body of this golem resembles an elf formed out of chalky white dust lifted from the endless desert of Mithardir, Arborea’s third layer. Lightning plays across the surface of the golem as it walks. In battle, the golem can channel this electricity into its dusty fists or hurl lightning bolts at distant foes.
Shacklelock Golem (Tarterian Depths of Carceri): This golem resembles a shambling mass of chains, shackles, and manacles, created to entwine and bind its foes.
Valorhammer (Seven Mounting Heavens of Celestia): This golem resembles a winged dwarf fashioned from pure white alabaster and adorned with inlaid mithral filigree. It can smite evil, and the mithral warhammer it wields is treated as a holy merciful weapon in its stony hands alone.
Woodwrath Golem (Wilderness of the Beastlands): A rolling mass of rustling leaves, sharpened twigs, and wooden spikes deals piercing damage in addition to trampling its foes into the ground.
Source: Monster Manual III, page 66. This is an admittedly very incomplete sidebar but it was added anyway should inspiration for YAG (Yet Another Golem) is actually needed.