Crystal GolemHD: 10 (60
hp) Crystal golems are yet another golem available for use by evil wizards or wizards period to keep those pesky adventurers out of their treasure rooms and hoards. The crystal golem is constructed completely of natural crystal shards that are held together by an entrapped earth elemental and each shard is of a different color (thus making crystal golems look like more colorful than rainbow Skittles). They stand relitively tall at 8' and are quite massive looking to humans. For the most part Crystal golems are commonly created by gnomish and dwarven priests to secure their temples, but some humans have also taken up using them as well. Treat Crystal golems as less Golems. Combat: crystal golems attack as most golems, namely with their fists for 2d10+9 damage. Treat them as having strengths of 19 for all purposes. Along with melee attacks, they can literally throw shards of crystal at ranges of 10\20\30. Every 5th round of action, the crystal golem instantly spends the round emmiting a brilliant light and all within 50' of the golem must save vs. spell at -2 or be blinded for 3d6 rounds. Since it lacks a mind of its own, it is immune to all illusion and mind control magiks and psionics. A +2 or better weapon is required to cut through the shell of a crystal golem. Juggernaut Golems: Juggernaut golems are a variation of the existing golems in that they are humongous in size, often twice the size of the already large golems. Be that is it may, Juggernauts are much more difficult to create and all costs and time requirements are doubled at least. Also most of them will require unique and unusual material to create them (for instance if I tried building a flesh juggernaut, I might have to use flesh from dead hill giants and ogres rather than a human). Unless stated differently, all Juggernauts have 1 point higher in strength then the original. Juggernaut adjustments There are many benefits to a juggernaut over a regular golem. make the following adjustments: -HP for the golem is doubled -+5 to AC -All physical attacks (punch) gain an additonal 2 dice for damage. -All speacial attacks are made at -2 for saving throws. -XP for defeating a juggernaut is doubled.
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