Monday, January 3, 2011

General Rules: Monsters - Serpentflesh Golem

Serpentflesh Golem (from Serpent Kingdoms)
Large Construct

Hit Dice: 11d10+30 (90 hit points)
Initiative: +2
Speed: 40 feet
Armor Class: 21 (-1 size, +2 Dexterity, +10 natural); touch 11, flat-footed 19
BAB/Grapple: +8/+16
Attack: Slam +11 melee (2d6+4, bludgeoning, 20 x2)
Full Attack: 2 slams +11 melee (2d6+4, bludgeoning, 20 x2) and bite +6 melee (1d8+2 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Poison
Special Qualities: Construct traits, darkvision 60 feet, low-light vision, DR 10/adamantine, immunity to magic, fire resistance 20
Saves: Fortitude +3, Reflex +5, Will +3
Abilities: Str 18, Int -, Wis 11, Dex 15, Con -, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral evil
Advancement: 12 - 22 Hit Dice (Large); 23 - 33 Hit Dice (Huge)

Serpentflesh golems are often created by spellcasters with grudges against the Scaled Ones. Such individuals take a cruel pleasure in forcing serpents to bend to their will, even if it is only after death.

A golem of this sort is a scaly, vaguely humanoid creature that has been crafted from the body parts of various Scaled Ones. it bears a superficial resemblance to a flesh golem in that the points where the flesh of different creatures has been joined are usually obvious. A serpentflesh golem has a snake torso with massive arms than end in clawed hands and their a tail or a pair of humanlike legs.

A serpentflesh golem is more dextrous than most other golems, and it uses this speed to advantage in combat. It typically begins a battle with slam attacks using either its arms or its tail. It saves its bite attack for opponents that prove resistant to its raw brutality.

Immunity to Magic (Ex): A serpentflesh golem is immune to any spell or spell-like ability that alolows spell resistance, In addition, certain spells and effects function differenly against the creature. A magical attack that deals cold or fire damage slows a serpentflesh golem (as the slow spell) for 2d6 rounds, with no saving throw. A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the serpentflesh golem to exceed its full normal hit points, it gains any excess as temporary hit points. it gets no saving throw against attacks that deal electricity damage.

Poison (Ex): Bite, injury, Fortitude DC 15, initial and secondary damage 1d6 Strength. The save is DC Constitution-based.

Construct: Immune to mind-influencing effects, poison, disease, death effects, paralysis, stunning, sleep, and similar effects. Not subject to critical hits, nonlethal damage, ability damage, energy drain, or death from massive damage. Destroyed when reduced to 0 hit points, cannot be raised. Cannot be healed with healing magic unless it specifically says it works on constructs, and does not heal on its own.

Constructing a Serpentflesh Golem
The parts for a sperentflesh golem must all come from normal scaly corpses that have not decayed significantly. At least one body is needed per desired limb, plus one for the torso and one for the brain. Special unguents and bindings worth 500 shillings are also required. Each additional arm beyond two raises the cost by 5,000 shillings and 100 experience points. Creating a serpentflesh golem requires casting a spell with the evil descriptor.

Assembling the body requires a DC 13 Craft: Leatherworking check or a DC 13 Heal check.

Caster Level 8th; Craft Construct, animate dead, bull's strength, geas/quest, limited wish, caster must be at least 8th level; Price 20,000 shillings; Cost 10,500 shillings + 780 experience points (or more, see above).

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