D&D 2E 2e Iron Golem, gas errata

AnderNGmx

Explorer
The Iron Golem in the 2e monster manual books is missing some information regarding its poison gas attack. Does official errata exist? If not, what have you been using? Thanks.

------------->Monster Manual tabletop game version (instant death up to 6 HD or damage for 7 HD and above)
preexisting text;

Once every 7 rounds, beginning either the first or second round of combat, the iron golem breathes out a cloud of poisonous gas. It does this automatically, with no regard to the effects it might have. The gas cloud fills a 10 foot cube directly in front of it, which dissipates by the following round, assuming there is somewhere for the gas to go.

the text specifying this effect is missing, so one could add;

This is similar as the 5th level wizard spell Cloudkill (the cloud can be dispersed with the spell Zone of Sweet Air or by strong winds), found in page 166 of AD&D 2e PHB 2101, as if cast by an 18th level wizard. It has no saving throw for very weak creatures and slays them outright.

This gas is a billowing cloud of ghastly yellowish green vapors that is so toxic as to slay any creature with fewer than 4 +1 Hit Dice, cause creatures with 4+1 to 5+1 Hit Dice to roll saving throws vs. poison with - 4 penalties or be slain, and creatures up to 6 Hit Dice (inclusive) to roll unmodified saving throws vs. poison or be slain. Holding one's breath has no effect on the deadliness of the gas. Those above 6th level (or 6 Hit Dice) suffer 1d10 points of poison damage while in the area of effect.

A moderate breeze causes it to alter course (roll for direction), but it does not move back towards the golem. A strong wind would break it up in four rounds (like it does the spell) but it does not stay that long, but a greater wind force makes the exhalation of the poison gas harmless as it dissipates too fast. As the vapors are heavier than air, they sink to the lowest level of the land, even pour down den or sinkhole openings; thus the gas is ideal for slaying nests of giant ants, for example, though the gas of the golem lasts only one round it still sinks. It cannot penetrate liquids, like a barrier of water, nor can it be effective underwater even when released in such an environment.

------------->Computer games version (6 damage per round for 3 rounds)

Gas Cloud is an innate ability effect available to most Iron Golem creatures in the game saga. In some ways, it is similar in function as the 5th-level Wizard Spell Cloudkill, but it is applied on top the golem, has a smaller area of effect, and only has a chance to apply a Poison effect to opponents.

The spell effect is interruptible but takes little time to deploy. The scripted targeting will fire over the golem or it can be aimed at a detected target. All creatures within the area of effect and the cloud animation that are not immune to the Poison effect must make a saving throw vs. Death/poison with a -2 penalty or be subject to a "poisoned" status effect. The affected creature will have a poisoned icon displayed and suffer 1 Poison damage per second for 18 seconds. The effect is non-magical, and thus bypasses magic resistance, can't be dispelled, and ignores spell level protections such as Minor Globe of Invulnerability or Spell Deflection.

The duration of the innate poison cloud is 3 rounds.

Spellbook Innate
Usable by Iron Golems
School None (Cloudkill is an Evocation school spell but this is Gas Cloud)
Spell level 2
Specifics Range 20 ft.
Casting time 3
Projectile specs Medium speed (40 ft/s)
Area of effect 20 ft. radius from targeting center
Affected allegiances No
Bypass MR Yes
Bypass MI (mirror image) Yes
Saving throws Death at -2 penalty
Duration 3 rounds

The golem will apply the cloud after two rounds of melee combat, and then again five rounds later and continue that interval.
 

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AnderNGmx

Explorer
The 1e Iron Golem entry (page 48, MM) and the 2e entry do not write of death for all. The spell used in construction of an iron golem is cloudkill.
"Construction of an iron golem, ... cloud kill." and "In addition to striking, an iron golem will breathe out a cloud of poisonous gas. 1" X 1" X V, directly before ii, once every 7 melee rounds"

Cloudkil (1e PHB, page 79) in both editions are rather identical. But the 1e cloudkill does not affect 7 hit dice creatures and above at all, while the 2e causes them 1d10 per round.

"so toxic as to slay any creature with fewer than 4+1 hit dice, cause creatures with 4+1 to 5+1 hit dice to save versus poison at -4 on the dice roll, and creatures up to 6 hit dice (inclusive) to save versus poison normally or be slain by the cloud. "

The gold box computer games were 1e if i recall correctly. The iron golems there could not kill 7th level characters and above outright, does anyone remember in detail?
 
Last edited:

ilgatto

How inconvenient
Unless stated otherwise, "monster poison" was lethal in 1E.

The poison of monsters, regardless of its pluses or minuses to the victim's saving throw, is an all-or-nothing affair. That is, either they do no damage, or they kill the victim within a minute or so.
Source: Gary Gygax, Dungeon Masters Guide (TSR, 1979)
 


AnderNGmx

Explorer
So at least 3 things can be done. One is lethal gas, save or die. Two is cloudkill spell emulation and three is poisoned for 3 rounds (this also can disrupt spellcasting). Depending on how lethal that particular iron golem the DM wants it to be.
 

ilgatto

How inconvenient
So at least 3 things can be done. One is lethal gas, save or die. Two is cloudkill spell emulation and three is poisoned for 3 rounds (this also can disrupt spellcasting). Depending on how lethal that particular iron golem the DM wants it to be.
Well..., um..., not quite. :)

There actually is a fourth option, although its details are perhaps a bit lost in time. I do believe that the iron golem (or its predecessor) was invented by Robert J. Kuntz back in 1972, as per the Greyhawk blog of the august Grodog. And it may well be that that iron golem either actually breathed fire, as per WG5 Mordenkainen's Fantastic Adventure, or even a combination of fire and poison, as per the excellent RKJ1 The Original Bottle City.
 

Voadam

Legend
Unless stated otherwise, "monster poison" was lethal in 1E.


Source: Gary Gygax, Dungeon Masters Guide (TSR, 1979)
Moldvay B/X Basic Set has a similar Default B29:

"Poison: Poison is the bane of all characters. If a character is hit with a poisoned attack and misses his or her saving throw vs. Poison, the character will usually die. (Note: In the D&D EXPERT rules, there is a magical way to cure a poisoned creature.)"

Interestingly there does not seem to be a similar explicit default spelled out in the 2e DMG or Monstrous Compendium I or the Monstrous Manual.

The DMG on poison page 101 has a chart that indicates poisons will be defined by class and has a Class F which is injected, immediate onset, and save or die, but does not mention anywhere that I see that it is a default.

I had been using my 1e DMG and monster books when I switched over to 2e so I had not noticed the lack of the explicit direction on default poisons.
 

Voadam

Legend
Well..., um..., not quite. :)

There actually is a fourth option, although its details are perhaps a bit lost in time. I do believe that the iron golem (or its predecessor) was invented by Robert J. Kuntz back in 1972, as per the Greyhawk blog of the august Grodog. And it may well be that that iron golem either actually breathed fire, as per WG5 Mordenkainen's Fantastic Adventure, or even a combination of fire and poison, as per the excellent RKJ1 The Original Bottle City.
In OD&D they are found in Supplement I Greyhawk with stats scattered hither and yon but have the poison gas ability.

Page 40:
"Strength thrice that of Flesh Golems. Able to breathe 1” square of poison gas. They strike for 4–40 points once per turn."
 

AnderNGmx

Explorer
WG5 Mordenkainen's Fantastic Adventure
WG5 Mordenkainen's Fantastic Adventure, page 10, Terrible Iron Golem
poison sword, flaming breath, whip petrifies, SD automatic levitation at 2"/turn as desired*
three attack functions per melee round: roll 1d6 and apply the results from the table below*
1-2 Attacks with sword only (2-24 points of immediate damage and must make a saving throw vs. poison or die from the poison on the blade)
3-4 Attacks with sword and whip (Upon each successful hit, the victim must make a saving throw vs. petrifaction or be turned to stone. The whip is actually non-magical, but a rare technique of preserving cockatrice feathers has been employed here, thus making it usable as a weapon.)
5-6 Attacks with sword, whip, and flaming breath (12 ft. long and 2 ft. wide at its base, shoots forth from the golem's mouth. It may hit several grouped opponents at once (1-4 in a mass ranked or packed column). If the golem is involved in one-on-one melee, its breath is capable of hitting one person only. The golem is extremely accurate with this breath* requiring no "to hit” roll* nor may the targeted victim make any saving throw (although protections against magical fire do apply). The damage inflicted is 5-30 points per breath.)
 

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