Anybody have stats for a Small Golem? [Archive] - Wizards Community

Post/Author/DateTimePost
angelshelper81

08-11-05, 12:37 AM
I want to use a small, Kobold-made golem as a guardian of a Kobold shrine, hopefully CR 4-6 or so. Does anybody have stats for anything that would suit?
Algorithm_X

08-11-05, 02:00 AM
That is a good idea. Kobolds are excellent miners and trap makers, I am thinking this combined with favoring a spell casting class makes them a great choice for golem creaters. To be a true golem it would have to have the extensive immunities. however the flesh golem almost meets the CR equirements so if it were just slighly less powerful than a flesh golem it could work.
let me pencil in some ideas
Algorithm_X

08-11-05, 03:47 AM
This is just a rough idea

BLACK STEEL IDOL OF GAKNULAK

Steel Golem

Small Construct

Hit Dice: 6d10+10 (43 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 23 (+1 size, +2 Dex, +10 natural), touch 13, flat-footed 21
Base Attack/Grapple: +4/+3
Attack: Battle Axe +8 melee (1d6+3)
Full Attack: Battle Axe +8 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Divine Fury
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision, Pedestal Dependent
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 16, Dex 14, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Shrine (1-2) or Temple (2-12)
Challenge Rating: 5
Treasure: None
Alignment: Always Lawful Evil
Advancement: 7–10 HD (Small); 11-20 (Medium)
Level Adjustment: —

Black Steel Idols of Gaknulak are created only by kobold clerics. They immediate attack any non-kobold who approaches within 5 feet of their pedestal, or any non-kobold that attacks a kobold within its sensory range. They are not controlled by their creators rather placed as ever vigilant sentries against invaders.

Divine Fury (Ex): When a black steel idol of Gaknulak enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the idol enters a killing frenzy known as divine fury. The out of control idol goes on a rampage, attacking the nearest non-kobold or rushing off in a random direction within 900ft of its pedestal if unable to locate non-kobolds within the immediate area, repeating this until destroyed or appeased by a kobold. Any kobold, if within 60 feet, can try to appease its fury by speaking soothingly and persuasively to the idol, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the idols divine fury chance to 0%. It returns to its pedestal once its chance of divine fury reaches 0%.

Pedestal Dependent (Su): Each black steel idol of Gaknulak is mystically bound to a single, ornate pedestal worth at least 500gp solely in decoration alone and must never stray more than 900 feet from it. Any black steel idol of Gaknulakt hat are removed further than 900ft from it pedestal, or whose pedestal’s ornate value drops below 500gp ceases to function until brought back within 900ft of the pedestal or the pedestal is restored. A black steel idol of Gaknulak ’s pedestal does not radiate magic.

Immunity to Magic (Ex): A black steel idol of Gaknulak 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 magical attack that deals electricity damage slows a black steel idol of Gaknulak (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the black steel idol of Gaknulak 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 black steel idol of Gaknulak to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an black steel idol of Gaknulak hit by a fireball gains back 6 hit points if the damage total is 18 points. An black steel idol of Gaknulak gets no saving throw against fire effects.
An black steel idol of Gaknulak is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Construction
A black steel idol of Gaknulak’s body is sculpted from 50 pounds of steel, smelted with the weapons of those who dared to invade a kobold’s lair and mixed with the powders skulls of humanoids who intruded the kobold’s lair and placed on an ornate pedestal with worth at least 500 gp solely in ornamentation. Assembling the body requires a DC 20 Craft (blacksmithing) check.
CL 8th; Craft Construct, find traps, bestow curse, order’s wrath, animate objects, limited wish creator must be a kobold; Price 20,000 gp; Cost 10,500 gp + 780 XP
angelshelper81

08-11-05, 11:10 AM
Looks good. Thanks!
Realms of Chaos

08-11-05, 11:19 AM
This is my idea for a kobold golem.

trap golem
small construct
hit dice: 5d10
Initiative: +6
speed: 40 ft.
AC: 22 (+1 size, +6 dex, +5 natural)
Base attack/ grapple: +3/+0
Attack: shortbow +5 ranged (1d4+6)
Full attack: 2 shortbows +5 ranged (1d4+6)
Space/ reach:5ft/5ft.
Special attacks: breath weapon, death throws, special arrows, spell
Special qualities: trap sense, see invisibility, improved mobility, Damage reduction 10/ adamantine, construct traits. darkvision 60ft.
Saves: Fort: +1, Reflex +13, will +1
Abilities: Str 12, dex 22, con --, int --, wis 11, cha 1
skills: -
Feats: Point blank shot, far shot, precise shot, rapid reload, dodge, mobility
Environment: any (usually underground)
organization: solitary
CR: 6
treasure: double goods (cursed/ trapped weapons only)
Alignment: nuetral

The abomination before you is a lopsided creation formed from weapons to loose string, to rocks. it hobbles toward you with amazing agility as it draws the shortbow it has in place of a hand.

trap golems are a being created by the kobalds as a guardian to their caves. they have proved quite useful and difficult to pass.

Combat: the golem always backs up, bombarding characters with arrows and luring them into traps and ambushes and using their spell and breath weapon whenever possible.

breath weapon: once every 1d4 rounds, the golem can exhale the equivelent of a dust cloud trap in a twenty foot radius. (must suceed fortitude save dc 14 or be blinded while in it and three rounds after. 2d6 damage each round that any damage reduction can prevent. creatures in cloud have concealment from those who are five feet away and total concealment from those farther away. ranged attacks are deflected as though by a wind wall spell. spellcasting requires concentration check dc 15+spell level). the trap golem is immune to the effects of this breath (not damaged. can see through it clearly. can shoot arrows through it).

Spell: built into the body of a trap golem is a magical trap that is chosen at the time of its creation. It can activate this spell once per 10 minutes as a standard action)

special arrows: a trap golem is built with two quivers of arrows, one for each arm. each quiver holds 50 arrows, 2 of which are random slaying arrows and ten of which are sleeping arrows.

trap sense: not wanting their golem to fall prey to the many traps that they had set in their lairs,they have given the golems the ability to detect mechanical and magic traps. They instinctively know if any traps are within 60 feet, where location triggers or other sensors are, and where bypasses are located.

see invisibility: trap golems continuously see invisibility as the spell.

improved mobility: golems continuously benefit from a freedom of movement spell. In addition, they add twice their dexterity bonus to their reflex saves and gain dodge and mobility as bonus feats.

Death throws: when a trap golem is destroyed, two things happen. the first it that a large container of acid in its core breaks, dealing 2d6 acid damage to all within 5 ft. (reflex 15 for half). the secon is that a random symbol spell is revealed, activating it. roll 1d10 to decide which one.
1-3: none
4: symbol of sleep
5: symbol of death
6: symbol of insanity
7: symbol of weakness
8: symbol of fear
9: symbol of pain
10: symbol of stunning

as one last surprise, all non-trapped weapons that composed its body are cursed in random ways and are effected by nystul's magic aura to make them appear magical.

A trap golem gets point blank shot, far shot, and precise shot as bonus feats.

I'm sorry if this is a bit tough. If so, replace some symbols with glyph of warding, its greater version, explosive runes, or something similar.