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Combat Golem (Template)
Wizards deploying constructed troops on the field of battle often augment them with extra blades, armour plates and other protective enhancements, making their golems significantly more powerful combatants. The result is a literal killing machine capable of wading through whole formations of enemy troops and shrugging off hostile magic with ease.
Constructing a combat golem increases the base cost of the construct by 50%.
‘Combat Golem’ is a template that can be applied to any golem or similar construct, referred to hereafter as the base creature.
Size and Type: Unchanged. Hit Dice: Unchanged, but the bonus hit points gained from being a construct are doubled. Speed: Two-thirds of the base creature. Armour Class: The base creature’s natural Armour Class increases by +6. Attack: As per the base creature. Full Attack: As per the base creature. Damage: As per the base creature, but adjusted for increased strength and blades. Special Attacks: The base creature retains all of its special attacks and gains those described below:
Armour Spikes (Ex): The construct is covered in sharp spikes and blades that add extra damage to the construct’s slam attacks. The spikes deal even more damage each round if the construct is grappled, as follows.
Extra Spikes Damage
|Construct Size||Extra Slam Damage||Grapple Damage|
Ranged Weapon (Sp): A ranged weapon is built into the golem’s frame that fires an effect identical to a spell. The spell used depends on the base creature’s Challenge Rating. This weapon may be used three times a day.
|CR||Spell||Caster Level||Save DC|
|16+||Chain lightning||13th||DC 19|
Special Qualities: As per the base creature Abilities: The abilities of the base creature are modified as follows: Strength +6, Constitution —, Dex +2 Skills: As per the base creature Feats: Add the Power Attack feat Environment: As per the base creature
Challenge Rating: Same as the base creature +2
Clay Combat Golem
Hit Dice: 11d10+60 (120 hp)
Speed: 15 ft. (3 squares)
Armour Class: 29 (–1 size, +20 natural), touch 9, flat-footed 29
Base Attack/Grapple: +8/+22
Attack: Slam +17 melee (2d10+10+1d6 plus cursed wound)
Full Attack: 2 slams +17 melee (2d10+10+1d6 plus cursed wound)
Space/Reach: 10 ft./10 ft.
Special Attacks: Armour spikes, berserk, cursed wound, spell-like ranged attack
Special Qualities: Construct traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste, immunity to magic, low-light vision
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 31, Dex 11, Con —, Int —, Wis 11, Cha 1
Organisation: Solitary or gang (2–4)
Challenge Rating: 12
Alignment: Always neutral
Advancement: 12–18 HD (Large); 19–33 HD (Huge)
Level Adjustment: —
This golem has a humanoid body made from clay and iron, covered with heavy armour.
Armour Spikes (Ex): The construct is covered in sharp spikes and blades that add 1d6 extra damage to the construct’s slam attacks. The spikes deal 2d6 damage each round if the construct is grappled.
Berserk (Ex): When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a clay golem goes berserk, no known method can re-establish control.
Cursed Wound (Ex): The damage a clay golem deals does not heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a caster level check (DC 26) or the spell has no effect on the injured character.
Haste (Su): After it has engaged in at least one round of combat, a clay golem can haste itself once per day as a free action. The effect lasts three rounds and is otherwise the same as the spell.
Immunity to Magic (Ex): A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it. A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage. An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage. The golem gets no saving throw against any of these effects. Any magical attack against a clay golem that deals acid damage heals one point of damage for every three 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. For example, a clay golem hit by the breath weapon of a black dragon heals seven points of damage if the attack would have dealt 22 points of damage. A clay golem gets no saving throw against magical attacks that deal acid damage.
Ranged Attack (Sp): Three times a day, the golem can cast enervation as a 9th level caster (save DC 16).