Speed: 20 feet (cannot run)
Armor Class: 17 (-1 Dexterity, +8 natural); touch 9, flat-footed 17
Attack: Slam +10 melee (2d6+4, bludgeoning, 20 x2)
Full Attack: 2 slams +10 melee (2d6+4, bludgeoning, 20 x2)Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Metal rot
Special Qualities: Construct, DR 5/bludgeoning, low-light vision, magic immunity, salvage, self-repairSaves: Fortitude +2, Reflex +1, Will +2
Abilities: Str 18, Int -, Wis 11, Dex 8, Con -, Cha 1
Organization: Solitary or gang (3 - 4)
Challenge Rating: 5
Treasure: See below
Alignment: Always neutral
Advancement: 9 - 14 Hit Dice (Medium); 15 - 24 Hit Dice (Large)
Despite their rickety appearances, junk golems are particularly resilient to most physical damage. Because the parts of a junk golem tend to be hard but brittle, they are vulnerable to blunted weapons. When a junk golem is victorious in battle, it typically strips its opponents of items to repair itself. (see below).
To create a junk golem, the creator must build a body from various types of waste materials. While the material cost of these components is negligible, the resulting body is unstable and must be infused with magical energy to bind the individual pieces together. Building the body requires a DC 15 Craft: Armorsmithing or a DC 15 Craft: Weaponsmithing check. The creator of a junk golem must be at least 7th level and able to cast divine spells.
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