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Golem Constructs

Clay Golem
There must be at least 1,000 lbs of clay present. A Giestorvan can only create one golem at a time.  The first golem must be either dismissed or destroyed to create a new one.  The golem cannot be repaired. 2nd level Giestorvan Spell. 

Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
AC 20 ( +11 natural, –1 size)
hp 48 (3d10+30)
Fort +4, Ref +3, Will +4
DR 5/bludgeoning; construct traits
Speed 20 ft.
Melee 2 slams +8 (1d8+4)
Space 10 ft.; Reach 10 ft.
Str 18, Dex 10, Con —, Int —, Wis 11, Cha 1
CMB +8; CMD 17

Additional Qualities: 
Cursed Wound (Ex)
The damage a clay golem deals doesn't heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC (Giestorvan's HD+10) caster level check, or the healing has no effect on the injured creature.

Haste (Su)
After it has engaged in at least 1 round of combat, a clay golem can haste itself 3 times per day as a free action. The effect lasts 5 rounds and is otherwise the same as the spell.

Weaknesses & Magic
A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it (no save).

A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage (no save).

An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage (no save).

Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A clay golem gets no saving throw against magical attacks that deal acid damage.

Bone Golem
3rd level Girstorvan Spell.
Large Construct

Hit Die: 5d10+30 (61 hp)

Initiative: +0

Speed: 30 ft.

AC: 20 ( +11 natural, –1 size)
DR10/ bludgeoning, Immune to Cold 
Attacks: 2 slams +10
 Damage: Bash 2d8 +5
Face/Reach: 10 ft. by 10 ft./10 ft.

Special Qualities: Construct, Immunities

Saves: Fort +4, Ref +4, Will +4

Abilities: Str 20, Dex 10, Con -, Int -, Wis 11, Cha 1
CMB +10; CMD 20

Additional Qualities: 

Blood Link
When a bone golem strikes a living foe, the giestorvan is healed of 1 point of damage for every 2 points the golem deals, however when the golem is dealt damage the giestorvan becomes wounded as well. For every 5 points of damage the golem is dealt the giestorvan is wounded for 1 point of damage. 

Metal Golem
5th level Giestorven spell
Large Construct
7d10+30 (78 hp)
Initiative: +1, darkvision 60 ft.
Speed: 20 ft. (4 squares)
Armor Class: 23 (–1 size, +13 natural, +1 Dex)
DR 15/adamantine
Attack: 2 slams +12 melee (3d8+6)
Space/Reach: 10 ft./10 ft.
Special Qualities: Construct traits
Fort +6, Ref +5, Will +6
Str 23, Dex 11, Con —, Int —, Wis 11, Cha 1
CMB +12; CMD 23

Weaknesses & Magic
A magical attack that deals electricity damage slows a metal golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a golem hit by a fireball gains back 6 hit points if the damage total is 18 points. A golem gets no saving throw against fire effects.

A golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Fire Golem
6th level Giestorvan Spell
Large Construct
Init +3;  darkvision 60 ft.
AC 27, touch 17, flat-footed 14 (+3 Dex, +5 natural, –1 size)
hp 97 (10d10+30)
Fort +8, Ref +7, Will +8
DR 10/—, Immune fire
Weaknesses vulnerability to cold
Speed 40 ft.
Melee 2 slams +15 (4d8+7 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks burn (2d8, DC 20)
Str 24, Dex 15, Con -, Int -, Wis 11, Cha 1
CMB +15; CMD 28

Special Abilities
Burn (Ex)
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.

Construct traits
No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Low-light vision.
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
A construct cannot be raised or resurrected.
Constructs do not breathe, eat, or sleep.