• With every additional Hit Die, the dusk giant gains 1 Strength. • With every 2 additional Hit Dice, the dusk giant gains 1 Constitution and 1 natural armor.
CHAPTER 6
GOLEM, CADAVER
Large Construct Hit Dice: 10d10 30 (85 hp) Initiative: 1 Speed: 30 ft. (6 squares) Armor Class: 20 (–1 size, 1 Dex, 10 natural), touch 10, flat-footed 19 Base Attack/Grapple: 7/16 Attack: Slam 11 melee (2d8 5) or large bastard sword 11 melee (2d8 7) Full Attack: 2 slams 11 melee (2d8 5) or large bastard sword 11/ 6 melee (2d8 7) Space/Reach: 10 ft./10 ft. Special Attacks: See below Special Qualities: Assimilate flesh, construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision Saves: Fort 3, Ref 4, Will 3 Abilities: Str 21, Dex 13, Con —, Int 12, Wis 11, Cha 10 Skills: Cadaver golems’ skills not only vary from golem to golem, but the skill ranks of a specific golem change as the golem assimilates new body parts. A standard cadaver golem (Int 12) has 39 skill points. Sample skill set: Jump 12, Hide 8, Intimidate 7, Move Silently 7, Spot 7 Feats: Cleave, Great Cleave, Improved Sunder, Power Attack Environment: Any Organization: Solitary or gang (2–4) Challenge Rating: 8 Treasure: 50 coins; no goods; 1/10th items Alignment: Always neutral or chaotic, usually evil Advancement: 11–20 HD (Large); 21–30 HD (Huge) Level Adjustment: —
CREATURES OF THE NIGHT
This special benefit is in addition to the benefit the dusk giant gains when changing category (least to lesser, lesser to greater), to the benefit all creatures gain when increasing in size, and the standard benefit for increasing Hit Dice (extra hit points, improved base attack bonus and saves, and additional feats). All these changes have already been taken into account in the stats for different dusk giant categories presented above. When a least dusk giant’s Hit Dice reach 12, it becomes a lesser dusk giant. Its size increases from Medium to Large (with the usual size adjustments; see page 314 of the Monster Manual), it grows stronger of purpose and will (represented in an increase to Charisma), and it gains several potent new abilities. A similar advancement occurs at 18 Hit Dice, when a lesser dusk giant becomes a greater dusk giant and its size increases from Large to Huge. Dusk giants never grow larger than Huge, but they can continue to gain Hit Dice, and the benefit that comes with them, to a maximum of 24 Hit Dice. Unfortunately for the giant, these gains are not permanent. A dusk giant must continue to consume the flesh of other creatures to maintain its current status. For every day that passes in which a dusk giant does not consume at least 2 Hit Dice worth of sentient creatures, or 8 Hit Dice-worth of nonsentient creatures, its own Hit Dice decrease by 1, with a corresponding loss of all associated benefits. Thus, even the most potent greater giant can weaken and revert to a least giant in times of hardship. Dusk giants hate being weak, and losing Hit Dice is a painful process to them, so they do whatever they must to avoid this circumstance. They cannot weaken beyond 6 Hit Dice; any further starvation beyond that follows normal starvation rules. Note that the stats presented here represent the weakest form of dusk giant in each given category. Rend (Ex): If a dusk giant hits with both claw attacks, it latches onto its target’s body and tears the flesh. This attack automatically deals extra damage equal to two claw attacks plus 1-1/2 times the giant’s Strength modifier. Rock Throwing (Ex): A lesser dusk giant can hurl rocks weighing 40 to 50 pounds each (Small objects), and a greater dusk giant can hurl rocks of 60 to 80 pounds (Medium objects) out to a distance of up to five range increments. A dusk giant has a 1 racial bonus on attack rolls when throwing rocks. The range increment for a lesser dusk giant’s thrown rocks is 120 feet, or 140 feet for a greater dusk giant. Pall of Twilight (Su): A dusk giant is constantly surrounded by an aura of gloom that darkens bright light and casts an equal pallor upon the spirits of its enemies. In a 10foot radius around a least dusk giant, bright light is treated as shadowy illumination, although creatures with low-light vision (or darkvision) suffer no penalties in this area. In addition, enemies within this area take a –2 penalty on all saving throws because of the despair it elicits. The radius of a dusk giant’s pall of twilight expands as it grows. A lesser dusk giant’s aura has a radius of 20 feet, and a greater dusk giant’s aura has a 30-foot radius. Rock Catching (Ex): A lesser dusk giant or a greater dusk giant can catch Small, Medium, or Large rocks (or projectiles
of similar shape). Once per round, if the giant would normally be hit by a rock, it can make a Reflex save to catch the rock as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt. Spell-Like Abilities: Caster level equals the dusk giant’s current Hit Dice total. The save DCs are Charisma-based. Lesser dusk giant: 1/day—enervation, ray of enfeeblement. Greater dusk giant: 1/day—dimension door, energy drain (DC 23); 2/day—shield, slow (DC 17); 3/day—enervation, ray of enfeeblement.
A humanoid form, but far larger than any human, shambles forward. It smells faintly of decay and appears to be stitched together from the remains of multiple bodies. A malevolent intelligence burns in its eyes, and it surveys the area with remarkable intensity.
The so-called cadaver golem is easily mistaken for a standard flesh golem, but it is more intelligent—indeed, sentient—and far more dangerous. Capable of making use of the skills and abilities of those who contributed to its body, the cadaver golem constantly seeks out humanoids who boast talents that it wishes to possess. The first cadaver golem is believed to have been the result of a mistake during the creation of a flesh golem.
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