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Golem
from Dragonomicon - 3.5e
source. A manifested ghostly dragon can pass through solid objects at will, and its own attacks pass through armor. A manifested ghostly dragon always moves silently.
A manifested ghostly dragon can strike with its touch attack or with a ghost touch weapon. A manifested ghostly dragon remains partially on the Ethereal Plane, where is it not incorporeal. The creature can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghostly dragon’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
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When a spellcasting ghostly dragon is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghostly dragon manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghostly dragon’s touch spells don’t work on nonethereal targets.
A ghostly dragon has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Withering (Su): A ghostly dragon’s touch acts as a rod of withering, dealing 1d4 points of Strength damage and 1d4 points of Constitution damage with a successful touch attack (Fortitude negates). If a ghostly dragon scores a critical hit, the damage is ability drain instead.
Special Qualities: A ghostly dragon has all the special qualities of the base dragon (except for any subtypes possessed). If the base dragon had any immunities based on its subtype (such as immunity to fire for the fire subtype), it keeps those immunities despite losing the subtype. It also gains the incorporeal subtype (see page 310 of the Monster Manual) and the special qualities described below.
Rejuvenation (Su): In most cases, it’s difficult to destroy a ghostly dragon through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghostly dragon that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghostly dragon for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
Turn Resistance (Ex): A ghostly dragon has +4 turn resistance (see page 317 of the Monster Manual).
Undead Traits: A ghostly dragon is immune to mindaffecting effects, poison, magic sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet (unless the base creature had a greater range).
Saves: As undead, ghostly dragons are immune to anything that requires a Fortitude save unless it affects objects.
Abilities: As the base dragon, except that the ghostly dragon has no Constitution score, and its Charisma score increases by 4.
Skills: Ghostly dragons have a +8 racial bonus on Hide, Listen, Search, and Spot checks.
Organization: Solitary.
Challenge Rating: Same as the base dragon +2.
Treasure: None.
Alignment: Usually same as the base dragon.
Advancement: Up to +2 HD.
Level Adjustment: Same as the base dragon +5.
Golems are magically created automatons of great power. Constructing one involves the use of mighty magic and elemental forces.
Normally, the animating force for a golem is a spirit from the Elemental Plane of Earth. However, the three golems presented here—the dragonbone golem, the drakestone golem, and the ironwyrm golem—are instead imbued with the life force of a mighty dragon. The process of creation binds the unwilling spirit to the artificial body and subjects it to the will of the golem’s creator.
In all three cases, these golems are constructed in forms traditionally associated with dragons—quadrupedal creatures with long necks and tails, claws, and wings. Though these constructs are built with wings, they are incapable of flight (but the golems can use their wings for attacks).
Golems have no language of their own, but they can understand simple instructions from their creators.
COMBAT
Golems are tenacious in combat and prodigiously strong as well. Despite their former existence as highly intelligent dragons, these golems are mindless and thus can do nothing in the absence of orders from their creators. They always follow instructions explicitly and are incapable of any strategy or tactics. They are emotionless in combat and cannot be provoked.
If a golem’s creator is within 60 feet of it and both visible and audible to it, he or she can command the creature directly. An uncommanded golem usually follows its last instruction to the best of its ability, though it returns any attacks made against it. The creator can give the golem a simple program (such as “Remain in this area and attack all creatures or creatures of a specific kind that enter,” or “Ring a gong and attack,” or the like) to govern its actions in his or her absence.
Since golems do not need to breathe and are immune to most forms of energy, they can press an attack against an opponent almost anywhere, from the bottom of the sea to the frigid top of the tallest mountain.
Construct Traits: A golem has immunity to poison, magic sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also