Monday, January 3, 2011

General Rules: Monsters - Eye Golem

Eye Golem (from the Book of Eldritch Might III)
Small Construct

Hit Dice: 4d10 (22 hit points)
Initiative: +0
Speed: 0 feet (cannot move)
Armor Class: 11 (+1 size); touch 11, flat-footed 11
BAB/Grapple: +3/-1
Attack: Touch +4 melee (poison, 20 x2)
Full Attack: Touch +4 melee (poison, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Eye ray, poison
Special Qualities: Construct, special vision
Saves: Fortitude +1, Reflex +1, Will +2
Abilities: Str 10, Int 10, Wis 12, Dex 11, Con -, Cha 8
Skills: -
Feats: -
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5 - 8 Hit Dice (Medium)

Eye golems are bizarre and even grotesque sentries created by arcanists. These creatures are weak combatants but make effective watchers.

Immobile and with no free will, eye golems are more device than creature. An eye golem cannot speak, but the process of creating one links it telepathically with its creator. it knows what its master knows and can convey to her everything it sees or detects if the creator is within 1 mile. The creator can give the golem telepathic commands if within that range.

This strange creature is little more than an eye, about 2 feet across. An organic-looking strand, akin to a spinal cord, connects the otherwise floating eye to the ground, where the strand anchors in a pile of organic goo. The strand measures around 3 feet long.

Combat
Eye golems do not move and they fight only to defend themselves or as commanded by their creator. Coating each golem's large eyeball is a liquid contact poison - they can touch foes with their eyes to poison living creatures. They are also equipped with a magical eye ray.

Eye Ray (Su): At the time of its creation, the creator chooses one magical ray with which to equip the eye golem. The eye's effect resembles a spell cast by a 10th-level sorcerer and follows the rules for a ray. All rays have a range of 120 feet and a save DC of 12. The golem attacks with its ray with a +3 bonus. The choice of eye rays is as follows:
  • Charm Person: The target must succeed at a Will save or become affected as per the spell. The eye golem cannot give commands, but anyone affected will not harm the golem.

  • Fear: The fear ray works like the spell, except that it targets one creature. The target must succeed at a Will save or become affected as though by the spell.

  • Inflict Light Wounds: This ray works like the spell, causing 1d8 + 5 points of damage. The target may make a Will save for half damage.

  • Sleep: This ray works like the spell except that it affects one creature with up to 10 Hit Dice. The target must succeed at a Will save to resist.

  • Slow: This ray works like the spell, except that it affects one creature. The target must make a successful Will save to resist.

Poison (Ex): Touch, DC 12 Fortitude save; initial and secondary damage 1d3 temporary Constitution damage.

Special Vision (Su): As it can see in all directions at once, it is difficult to surprise an eye golem (assume it has a +20 Spot check bonus). it cannot be flanked. The eye golem continually sees magical auras (as per the spell detect magic) and can also see invisible, ethereal, and astral creatures and objects.

Construct: Eye golems are immune to mind-influencing effects, poison, paralysis, stunning, disease, death effects, and necromancy effects. Eye golems cannot heal damage on their own, but often can be repaired through the use of the Craft Construct feat or arcane magic. Eye golems are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Eye golems are not at risk of death from massive damage but are immediately destroyed when reduced to 0 hit points or less. Since it was never alive, an eye golem cannot be raised or resurrected.

Construction
An eye golem costs 5,000 shillings to create, including 1,000 shillings for the body. This cost includes all the materials and spell components that are consumed in the creation or become a permanent part of the creature.

The first task is shaping the creature from a mixture of dead animal flesh, some small animal eyes, water, and one pint of the creator's own blood. The creature's master may assemble the body or hire someone else to do the job. Creating the bodt requires a DC 15 Craft: leatherworking or a DC 15 Heal check.

After sculpting the body, the creator animates it through an extended magical ritual that requires a 10th-level character with the Craft Wondrous Item feat. This ritual requires a week to complete: The creator must labor for at least eight hours each day in a specially prepared laboratory or workroom, similar to an alchemist's laboratory and costing 500 shillings to establish. A creator constructing the creature's body personally can perform the ritual while building the workroom.

A character not actively conducting the ritual must rest and can perform no other activities except eating, sleeping, or talking. If she misses a day, the process fails and she must start the ritual anew; any shillings spent on the failed ritual are lost (but experience points are not). The previously crafted golem body can be reused, as can the laboratory.

Completing the ritual requires casting arcane eye, detect magic, see invisibility, and the spell being granted to the golem as an eye ray. The castings take place on the final day of the ritual and the process drains 100 experience points from the creator. She must cast the spells personally, but they can come from outside sources, such as scrolls.

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