Constructs/Golems, easiest? [Archive] - Wizards Community

Post/Author/DateTimePost
wamagni

08-08-04, 04:14 AM
Hey,
Just wondering, Does anyone know which golem has the lowest required caster level/easiest components to get? If so, i would LOVE it if i could get the stats off the net, or if it's in a book that you guys are allowed to post on here, if you guys could post the stats. Thanks.
wamagni

08-08-04, 06:38 PM
:bump:
Chronos

08-08-04, 06:54 PM
Hey, all the D&D rules are in the SRD's. Heres the stat's for golem's.
GOLEM
Golems are magically created automatons of great power. Constructing one involves the employment of mighty magic and elemental forces.
The animating force for a golem is a spirit from the Elemental Plane of Earth. The process of creating the golem binds the unwilling spirit to the artificial body and subjects it to the will of the golem’s creator.
COMBAT
Golems are tenacious in combat and prodigiously strong as well. Being mindless, they do nothing without orders from their creators. They follow instructions explicitly and are incapable of any strategy or tactics. They are emotionless in combat and cannot be provoked.
A golem’s creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his or her absence. The golem’s creator can order the golem to obey the commands of another person (who might in turn place the golem under someone else’s control, and so on), but the golem’s creator can always resume control over his creation by commanding the golem to obey him alone.
Immunity to Magic (Ex): Golems have immunity to most magical and supernatural effects, except when otherwise noted.
CONSTRUCTION
The cost to create given for each golem includes the cost of the physical body and all the materials and spell components that are consumed or become a permanent part of the golem. Creating a golem is essentially similar to creating any sort of magic item. However, a golem’s body includes costly material components that may require some extra preparation. The golem’s creator can assemble the body or hire someone else to do the job. The builder must have the appropriate skill, which varies with the golem variety.
Completing the golem’s creation drains the appropriate XP from the creator and requires casting any spells on the final day.
The creator must cast the spells personally, but they can come from outside sources, such as scrolls.
The characteristics of a golem that come from its nature as a magic item (caster level, prerequisite feats and spells, market price, cost to create) are given in summary form at the end of each golem’s description.
Note: The market price of an advanced golem (a golem with more Hit Dice than the typical golem described in each entry) is increased by 5,000 gp for each additional Hit Die, and increased by an additional 50,000 gp if the golem’s size increases. The XP cost for creating an advanced golem is equal to 1/25 the advanced golem’s market price minus the cost of the special materials required.
CLAY GOLEM
Large Construct
Hit Dice: 11d10+30 (90 hp)
Initiative: –1
Speed: 20 ft. (4 squares)
Armor Class: 22 (–1 size, –1 Dex, +14 natural), touch 8, flat-footed 22
Base Attack/Grapple: +8/+19
Attack: Slam +14 melee (2d10+7 plus cursed wound)
Full Attack: 2 slams +14 melee (2d10+7 plus cursed wound)
Space/Reach: 10 ft./10 ft.
Special Attacks: Berserk, cursed wound
Special Qualities: Construct traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste, immunity to magic, low-light vision
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 25, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 12–18 HD (Large); 19–33 HD (Huge)
Level Adjustment: —
This golem has a humanoid body made from clay. A clay golem wears no clothing except for a metal or stiff leather garment around its hips.
A clay golem golem cannot speak or make any vocal noise. It walks and moves with a slow, clumsy gait. It weighs around 600 pounds.
Combat
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 reestablish control.
Cursed Wound (Ex): The damage a clay golem deals doesn’t 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 DC 26 caster level check, or the spell has no effect on the injured character.
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 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. For example, a clay golem hit by the breath weapon of a black dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A clay golem golem gets no saving throw against magical attacks that deal acid damage.
Haste (Su): After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
Construction
A clay golem’s body must be sculpted from a single block of clay weighing at least 1,000 pounds, treated with rare oils and powders worth 1,500 gp. Creating the body requires a DC 15 Craft (sculpting) check or a DC 15 Craft (pottery) check.
CL 11th; Craft Construct, animate objects, commune, resurrection, caster must be at least 11th level; Price 40,000 gp; Cost 21,500 gp + 1,540 XP.

FLESH GOLEM
Large Construct
Hit Dice: 9d10+30 (79 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 18 (–1 size, –1 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Slam +10 melee (2d8+5)
Full Attack: 2 slams +10 melee (2d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Berserk
Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 21, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10–18 HD (Large); 19–27 HD (Huge)
Level Adjustment: —
A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. No natural animal willingly tracks a flesh golem. The golem wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. It stands 8 feet tall and weighs almost 500 pounds.
A flesh golem golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.
Combat
Berserk (Ex): When a flesh 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. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.
Immunity to Magic (Ex): A flesh 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 magical attack that deals cold or fire damage slows a flesh 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 golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem golem gets no saving throw against attacks that deal electricity damage.
Construction
The pieces of a flesh golem must come from normal human corpses that have not decayed significantly. Assembly requires a minimum of six different bodies—one for each limb, the torso (including head), and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required. Note that creating a flesh 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.
CL 8th; Craft Construct, animate dead, bull’s strength, geas/quest, limited wish, caster must be at least 8th level; Price 20,000 gp; Cost 10,500 gp + 780 XP.

IRON GOLEM
Large Construct
Hit Dice: 18d10+30 (129 hp)
Initiative: –1
Speed: 20 ft. (4 squares)
Armor Class: 30 (–1 size, –1 Dex, +22 natural) touch 8, flat-footed 30
Base Attack/Grapple: +12/+28
Attack: Slam +23 melee (2d10+11)
Full Attack: 2 slams +23 melee (2d10+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 33, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 19–24 HD (Large); 25–54 HD (Huge)
Level Adjustment: —
This golem has a humanoid body made from iron. An iron golem can be fashioned in any manner, just like a stone golem (see below), although it almost always displays armor of some sort. Its features are much smoother than those of a stone golem. Iron golems sometimes carry a short sword in one hand. An iron golem is 12 feet tall and weighs about 5,000 pounds. An iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.
Combat
Breath Weapon (Su): 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.
Immunity to Magic (Ex): An iron 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 magical attack that deals electricity damage slows an iron 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, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.
An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Construction
An iron golem’s body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
CL 16th; Craft Construct, cloudkill, geas/quest, limited wish, polymorph any object, caster must be at least 16th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.

STONE GOLEM
Stone Golem Greater Stone Golem
Large Construct Huge Construct
Hit Dice: 14d10+30 (107 hp) 42d10+40 (271 hp)
Initiative: –1 –2
Speed: 20 ft. (4 squares) 20 ft. (4 squares)
Armor Class: 26 (–1 size, –1 Dex, +18 natural), touch 8, flat-footed 26 27 (–2 size, –2 Dex, +21 natural), touch 6, flat-footed 27
Base Attack/Grapple: +10/+23 +31/+52
Attack: Slam +18 melee (2d10+9) Slam +42 melee (4d8+13)
Full Attack: 2 slams +18 melee (2d10+9) 2 slams +42 melee (4d8+13)
Space/Reach: 10 ft./10 ft. 15 ft./15 ft.
Special Attacks: Slow Slow
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +4, Ref +3, Will +4 Fort +14, Ref +12, Will +14
Abilities: Str 29, Dex 9, Con —, Int —, Wis 11, Cha 1 Str 37, Dex 7, Con —, Int —, Wis 11, Cha 1
Skills: — —
Feats: — —
Environment: Any Any
Organization: Solitary or gang (2–4) Solitary or gang (2–4)
Challenge Rating: 11 16
Treasure: None None
Alignment: Always neutral Always neutral
Advancement: 15–21 HD (Large); 22–42 (Huge) —
Level Adjustment: — —
This golem has a humanoid body made from stone. A stone golem is 9 feet tall and weighs around 2,000 pounds. Its body is frequently stylized to suit its creator. For example, it might look like it is wearing armor, with a particular symbol carved on the breastplate, or have designs worked into the stone of its limbs.
COMBAT
Stone golems are formidable opponents, being physically powerful and difficult to harm.
Slow (Su): A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution-based.
Immunity to Magic (Ex): A stone 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 transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.
CONSTRUCTION
A stone golem’s body is chiseled from a single block of hard stone, such as granite, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.
CL 14th; Craft Construct, antimagic field, geas/quest, symbol of stunning, caster must be at least 14th level; Price 90,000 gp; Cost 50,000 gp + 3,400 XP.

GREATER STONE GOLEM
A greater stone golem is 18 feet tall and weighs around 32,000 pounds. It resembles a typical stone golem in all respects, except that the Will save DC is 31 against its slow ability. CL 14th; Craft Construct, antimagic field, geas/quest, symbol of stunning, caster must be at least 14th level; Price 196,000 gp; Cost 105,000 gp + 7,640 XP.




That was really messy, you can look up the srd yourself
here. (http://www.wizards.com/default.asp?x=d20/article/srd35)
wamagni

08-08-04, 07:10 PM
Oh yeah, i've seen the golems in the SRD, but i was wondering if anyone has any golems that could be created prior to caster level 8.
Harmor

08-08-04, 07:55 PM
The feat Craft Construct would be needed and it has both Craft Magic Arms and Armor and Craft Wondrous Item as a prerequisite.

So the earlist you could have this feat would be at character level 6.

Just suck it up. Caster level 8 is not too much to ask for to make a Flesh Golem. Also its not like you'll have a bunch of money to spent on these things...THEY ARE EXPENSIVE and are difficult to repair if they can at all.
wamagni

08-08-04, 08:06 PM
I see, i see. I did not realize the prereqs for craft construct. Do you guys think the flesh golem is any good, because i'm sorta new, and i'm not sure.

Also, is there any constructs that can be created earlier? I'm sorta in a construct-making mood lately. It seems like fun!
Harmor

08-08-04, 10:54 PM
Honestly I think animated dead are almost as useful and much cheaper.

Heck, with the right summon spells you could do pretty well also.

You should go into building constructs only when you have hundreds of thousands of EXTRA gold lying around.

Its not cheap. Most of the golems costs well excess of 100,000gp.

Good luck.
wamagni

08-08-04, 11:31 PM
The flesh golem looks pretty cheap. Only like 17k to get the scrolls i'll need/materials/etc. Why do you say they're so expensive?

I just thought it would be cool to have this gian thing i made myself follow me around and kill stuff. It'd be a fun project whatchamabobber.
Super Guy

08-09-04, 12:12 AM
Ugh... at least these prices aren't as bad as they were in 3.0. Honestly... wasn't the Dread Guard from MMII a CR 2 creature? Maybe even CR 1, but no higher than 2. It cost 40k to make. Listen, you can secure the loyalty of a few Thorps for 40k.

;)
wamagni

08-09-04, 01:09 AM
The actual golem only costs 10, 500 to make. The additional 6k (About) will come from scrolls and such. At least i think that's what it costs. Doesn't sound too expensive. And also because it's a flesh golem it should cost too much to repair, i'd just have to kill things. :-p
Ectoplasmoid

08-10-04, 02:55 AM
Here is a golem, one of my own homebrewage. Might be overpowered- probably is, in fact.


Rope Golem
Medium Construct
Hit Dice: 2d8+4
Speed: 30 feet
AC: 15 (+5 natural)
Attacks: 2 slams +2 melee
Damage: 1d6+1 bludgeoning (nonlethal?)
Face/Reach: 5ft. by 5ft./5ft.
Special Abilities:
Special Qualities: Construct, immunities, vulnerability to fire
Saves: Fort +0, Ref+0, Will +1
Abilities: 14 Str, 10 Dex, Con -, Int -, Wis 11, Cha 1
Organization: Solitary or spool (2-4)
CR: 2
Advancement: 3 HD (Medium), 4-7 HD (Large), 8-12 HD (Huge)

The first impression one gets when encountering a rope golem is that of an overgrown child’s toy. With a body made up entirely of tightly wrapped rope (or string, or twine), and a few buttons serving as a crude imitation of a face, a rope golem is more likely to inspire laughter than fear. Indeed, a rope golem is one of the least powerful golems it is possible to make, lacking the magic immunity of its larger cousins. The rope golem’s chief advantage lies in the ease of which it is created, needing only a lot of rope and a few simple spells (along with a paltry amount of experience) Ironically, with its resistance to piercing and bludgeoning, a rope golem can hold off one of its larger cousins almost indefinitely. Like most golems, a rope golem will stand at attention until it is attacked (and it will then defend itself) or its master commands it (carrying out it’s master’s instructions to the letter). Rope golems are incapable of tactical thought, attacking the nearest hostile creature unless directed otherwise

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, energy drain, or death from massive damage.

Immunities: Because of their many- stranded and pliable natures, rope golems are immune to piercing and bludgeoning damage.

Resistances:

Vulnerabilities: a rope golem takes double damage from all fire unless a saving throw is allowed, in which case it takes half damage on a success and double damage on a failure. In addition, rope golems must make a reflex DC 15 save when exposed to fire or be set aflame, receiving 1d10 damage a turn. It takes a full-round action by the golem to extinguish the flames.
A rope trick spell cast on a rope golem banishes it to nonspace forevermore.

Construction: The construction of a rope golem necessitates a tremendous amount of high-quality hempen rope. It costs 500gp to create a rope golem, of which 200gp goes to the creation of the body. Assembly of the body requires a successful (DC 15) Craft (weaving) or Use Rope check. If desired, one may spend an extra 1800 gp to create a golem body of silk rope, which reduces the Craft DC by two and grants an additional +2 AC to the golem

The creator of the golem must be at least 3rd level and able to cast arcane spells. Completing the ritual drains 100XP from the creator and requires suggestion, unseen servant, and animate rope.
Egres

08-10-04, 03:26 AM
This isn't a golem,but it's one of the cheaper construct you can find.

From the SRD:

CONSTRUCTION
A homunculus is shaped from a mixture of clay, ashes, mandrake root, spring water, and one pint of the creator’s own blood. The materials cost 50 gp. The creature’s master may assemble the body or hire someone else to do the job. Creating the body requires a DC 12 Craft (sculpting) check or a DC 12 Craft (pottery) check.
After the body is sculpted, it is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist’s laboratory and costing 500 gp to establish. If the creator is personally constructing the creature’s body, the building and ritual can be performed together.
A homunculus with more than 2 Hit Dice can be created, but each additional Hit Die adds +2,000 gp to the cost to create.
Craft Construct, arcane eye, mirror image, mending, caster must be at least 4th level; Price — (never sold); Cost 1,050 gp + 78 XP.

Even the Bogun is very cheap.
wamagni

08-11-04, 03:53 AM
Yay! That's more like it. Hopin i could get some constructs below 8th! *Does a happy dance* Any more constructs, even homebrews? I looked through the monster lair, can't find too many little ones. Im gonna make a rope golem! Yay for ropes! Although i have to grow two levels, but thats beside the point. Also, for the rope golem, is the base price 500 gp or 1000 gp? If it's 1000 gp, then it will cost 40 xp and 500 gp to make, but if you want it to cost 100 xp to make then it would cost 1,250 gp to make as well.
Beamup

08-12-04, 09:17 AM
The homonculus is a very strange case, since you can't actually make it at caster level 4. Craft Construct requires Craft Magic Arms & Armor, which has a requirement of caster level 5. Which means that the absolute soonest you can have Craft Construct is level 6 - and that's only possible starting with 5 levels of Wizard.
Winsome

08-12-04, 11:07 AM
I saw something about Wax Golems in an adventure on Wizards D&D website before they updated it. Can't find a damn thing now, but you might have better luck.
The wax golems weren't very good, but they were easy to make as the adventure was for low level PC's
obrysii

08-12-04, 11:48 AM
if you can somehow manage it, you can build the body of the golem, and have someone else animate it...just make sure that they command the golem to "listen to that guy. Ignore all other commands."

My PC's are thinking about doing that to the Nimblewright body that they "found" after killing it.
obrysii

08-12-04, 11:49 AM
Originally posted by Winsome
I saw something about Wax Golems in an adventure on Wizards D&D website before they updated it. Can't find a damn thing now, but you might have better luck.

Try to search feature on the main site, it's handy: Here's the Wax Golem (http://www.wizards.com/dnd/article.asp?x=dnd/ch/ch20001218b)
krichaiushii

08-13-04, 09:03 AM
Mongoose has a book that might help you; its called Constructs (http://www.mongoosepublishing.com/d20/detail.php?qsID=26&qsSeries=15). I'd seek out some reviews of it before purchase, though.

Otherwise, you might have to homebrew one. Pick a simple material to work with, decide what spells should be required (using the SRD golems as a guideline) and have fun.

Wood springs to mind, as does fungus (hmmm... a fungal golem, perhaps it breathes spores of yellow mold and bleeds green slime? Nah...)

Just have fun with it. And post your results in the monster lair - others may have a need for your work.
LocalAreaLeech

10-12-04, 06:48 PM
This is something I created in math class a few years ago. Was never fully polished, although I plan to do something about that now that I have remembered it. I would not make it require Craft Construct for the one stated out - even a homucolus could survive a spell that deals damage on a save - this cannot:)

Created when I used the name EldritchMaster

Fey Light Golem

Fine Construct
HD:1/8d10(1hp)
Speed:10', Fly30'(Perfect)
AC:21 (+8 size, +4 Dex. -1 natural Armor)
Attacks: 2 Claws +2 melee
Damage: Claw: 1
Face/Reach:6"x6"/0'
S.A.: Bedazzle
S.Q.: Construct, Glow
Abilities: Str: 5, Dex: , Con:-, Int:-, Wis:5 , Cha:5
----
Climate/Terrian: Any Land
Organization: Solitary, Pair, Cluster(3-6), Swarm(7-20)
CR: 1/2
Alignment: Always Neutral
Advancement:1/4d10-3d10

Description: These small golems are usually made by less powerful wizards as a venture into construct creation. They are somewhat brittle, being made of glass. Trickster and Illusionist mages are common users, because they are known to add hypnotic pattern to this little golem, and thus swarms are able to lead people, say, over cliffs.
Combat:


Bedazzle(Su): A Fey Light Golem can use this ability as a free action. If any creature within 10' fails a will save(DC13), that creature suffer -2, or -4 if light sensitive, to all attack rolls, for 3 rounds. Usable only once every 1d4 rounds, until then the golem glows weakly, and suffer -4 to Dexterity, as it must wait for it's energy to return.
Glow(Su): A Fey Light Golem glows with a soft light. The way these golems glow, a swarm is often mistaken for a firefly swarm at a distance of more than a few feet.

Construction:


THe material cost 75 gp per golem, and and drains 10exp. from the creator. A fine glass statue of a winged human-oid shape is requires a Craft:Glassmaking or Scupture Check of DC15. The ritual takes one day to craft the golem, and requires Craft Wonderous Item, Cat's Grace, Levitate, Flare, and Light. It is possible to create one golem per spellcasting level per day(Max. 10), if a Concentration Check is made(DC10 +3 per two golems, rounded up). A small glass bead included in the ritual allows contol of all golems created that day to another.
Aluroon

10-12-04, 08:34 PM
What about Shield Guardians? I seem to recall they were somewhere in the 8-12 range, and were one of the most effective golemy creatures around. Lord knows the only high level wizard I ever had only survived to retirment because his shield guardian took a disintergate for him...


Aluroon