Monday, January 3, 2011

General Rules: Monsters - Mud Golem

Mud Golem (adapted from Dragon Magazine #302)
Large Construct

Hit Dice: 13d10+30 (101 hit points)
Initiative: -1
Speed: 20 feet (cannot run), swim 20 feet
Armor Class: 21 (-1 size, -1 Dexterity, +13 natural); touch 8, flat-footed 21
BAB/Grapple: +9/+19
Attack: Slam +14 melee (2d10+6, bludgeoning, 20 x2)
Full Attack: 2 slams +14 melee (2d10+6, bludgeoning, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Breath weapon, engulf
Special Qualities: Construct, darkvision 60 feet, magic immunity, DR 20/+2, immune to piercing and slashing weapons
Saves: Fortitude +4, Reflex +3, Will +4
Abilities: Str 23, Int -, Wis 11, Dex 9, Con -, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2 - 4)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 14 - 20 Hit Dice (Large); 21 - 39 Hit Dice (Huge)

Mud golems are large, anthropomorphic creatures comprised of slippery mud. They are hulking figures with crudely shaped limbs that stand 10 feet tall and weigh 600 pounds. Their faces are plain, with a simple slash for a mouth and two eye sockets that are just scooped out holed - dim glowing red spheres burn in the sockets.

Mud golems fight best from area of mud where they can bury themselves in the muck to strike opponents from surprise,. Shuffling onto more solid ground when necessary, a mud golem attempts to blind and slow foes with its mud spray and then engulf them.

Breath Weapon (Su): Once every 1d4 rounds of combat, a mud golem can spray slippery mud in a 15-foot cone as a free action. This spray deals no damage, but any creature within the area that fails a DC 16 Reflex save is blinded for 1 round. In addition, this mud is very slippery. Any creature moving in the affected area must make a DC 16 Balance check or fall prone. The mud remains slippery for 1 hour before it dries out. Mud golems are immune to the blinding and slippery effects of their own and other mud golem's breath weapons.

Engulf (Ex): If a mud golem successfully grapples a creature of a smaller size category, it engulfs it with its mass. While engulfed, there is a chance the opponent will begin to drown (see the Drowning Rule, in the Dungeon Master's Guide). An engulfed character must make a DC 20 Constitution check to successfully hold its breath before being engulfed. While engulfed, the character cannot attack the mud golem, cast a spell, or use any supernatural or spell-like abilities. The all-encompassing mud and magic-proof nature of the golem makes such efforts futile. The engulfed creature must succeed at an opposed grapple or Escape Artist check against the mud golem to escape. The mud golem can engulf one Medium or two Small opponents at a time. A mud golem does not count as being grappled while having engulfed creatures within it.

Immune to Piercing and Slashing Weapons (Ex): Piercing and slashing weapons, even enchanted ones, deal no damage to a mud golem.

Magic Immunity (Ex): A mud golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute mud to rock spell slows it (as the slow spell) for 2d6 rounds, with no saving throw, while transmute rock to mud heals all its lost hit points. A stone to flesh spell does not change the golem's structure, but it negates its damage reduction and immunity to piercing and slashing weapons for 1 round.

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

Rare constructs, mud golems are created by spellcasters with large quantities of mud at hand. Found almost exclusively near rivers, lakes, ponds, swamps, and cisterns, creatures that live in such areas most commonly create mud golems. A mud golem's body is made from special mud found in magically charged areas or created through magical means.

A mud golem costs 55,000 shillings to create, including 1,000 shillings for the construction of the body. Creating the body is a complex task that requires a successful DC 20 Craft: Sculpting or Craft: Pottery check. The creator must be at least 14th level, and able to cast divine spells.

Caster Level: 14th; Prerequisites: Craft Construct, transmute rock to mud, polymorph any object, geas/quest, limited wish; Market Price: 110,000 shillings; Cost to Create: 55,000 shillings and 2,200 experience points.

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