Monday, January 3, 2011

General Rules: Monsters - Fungus Golem

Fungus Golem (adapted from Dragon Magazine #341)
Medium Construct

Hit Dice: 6d10+20 (53 hit points)
Initiative: -1
Speed: 20 feet (cannot run)
Armor Class: 16 (-1 Dexterity, +7 natural); touch 9, flat-footed 16
BAB/Grapple: +4/+8
Attack: Slam +8 melee (1d10+4, bludgeoning, 20 x2)
Full Attack: 2 slams +8 melee (1d10+4, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Breath weapon, infectious touch
Special Qualities: Construct, DR 5/slashing, low-light vision, magic immunity
Saves: Fortitude +2, Reflex +1, Will +2
Abilities: Str 18, Int -, Wis 11, Dex 8, Con -, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2 - 4)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7 - 10 Hit Dice (Medium); 11 - 18 Hit Dice (Large)

Fungus golems stand around 6 feet tall, weigh approximately 250 pounds, and despite their smaller size are often mistaken for shambling mounds. Druids who favor damp swamps for their homes and require ever-watchful guardians often craft these constructs. The magic involved in the construction of such golems hardens the layers of plant matter that compose the body of a fungus golem, turning soft fungi into a surface not unlike hardened rubber.

Combat
While fungus golems have excellent strength and resilience, their real power comes from the toxins and spores hidden throughout their bodies.

Breath Weapon (Ex): 15-foot cone, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial and secondary damage 1d4 Constitution, Fortitude DC 13 negates. The save DC is Constitution-based.

Infectious Touch (Ex): Any wound inflicted by the fungus golem becomes infected with spores and begins to fester. Any hit points lost to a fungus golem's slam attack does not heal naturally. A remove disease spell ends this effect and allows natural healing to occur.

Magic Immunity (Ex): A fungus golem is immune to all spells, spell-like abilities, and supernatural effects. In addition, certain spells and effect function differently as follows: Antiplant shell functions normally against fungus golems; remove disease renders the golem's infectious touch attack nonfunctional for 1d4 rounds, and neutralize poison prevents the golem from using its breath weapon for 1d6 rounds.

Construct: Fungus golems are immune to mind-influencing effects, poison, paralysis, stunning, disease, death effects, and necromancy effects. Fungus golems cannot heal damage on their own, but often can be repaired through the use of the Craft Construct feat or arcane magic. Fungus 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). Fungus 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, a fungus golem cannot be raised or resurrected.

Construction
The creation of a fungus golem is a painstaking process involving the collection and assembly of a large variety of exotic fungi costing at least 1,000 shillings. Once enough components have been gathered, the fungi must be fused together and crafted into an appropriate form. This requires either a DC 20 Craft: Alchemy check or a DC 20 profession: Herbalism check.

Caster Level: 7th; Prerequisites: Craft Construct, command plants, plant growth; Market Price: 7,000 shillings; Cost to Create: 4,000 shillings and 240 experience points.

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