Amber Golem

Sixten

First Post
Another OD&D conversion. This probably differs the most from its 3E relatives of any conversion I've posted in the last week, because the "ground rules" for OD&D golems are so different from those in 3E. So this has better Dex and Wis than other golems, and lower Str. It can also haul ass. But it doesn't have the usual strong magic immunities of golems (and I've adjusted the CR and creation cost accordingly). If y'all want, I may do another version that is more of a faithful 3E golem.


Golem, Amber

Large Construct
HD: 8d10 (44 hp)
Initiative: +1 (Dex)
Speed: 60 ft.
AC: 15 (-1 size, +1 Dex, +5 natural)
Attacks: 2 claws +9 melee, bite +4 melee
Damage: Claw 1d8+4, Bite 2d4+2
Face/Reach: 5 ft. by 10 ft. / 5 ft.
Special Qualities: Construct, damage reduction 15/+1, improved tracking, see invisibility
Saves: Fort +2, Ref +3, Will +4
Abilities: Str 19, Dex 12, Con -, Int -, Wis 15, Cha 3
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-12 (Large), 13-16 (Huge)

Amber golems resemble giant cats, usually lions or tigers.

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

Improved Tracking (Ex): Amber golems are faultless trackers and make Spot checks instead of the usual Wilderness Lore checks to trace a creature's passage. Amber golems receive a +10 racial bonus to Spot checks.

See invisibility (Ex): Amber golems can see invisibility (as the spell of that name).

Constuction
The golem costs 40,000 gp to create, which includes 1000 gp for the construction of the body. Assembling the body requires a successful Craft (gemcutting) or Profession (jeweler) check (DC 13). The creator must be 14th level and able to cast arcane spells. Completing the ritual drains 800 XP from the creator and requires geas/quest, limited wish, polymorph any object, and see invisibility.

EDIT: attack bonus, damage
 
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Hi! good conversion! i dont see any technical errors, but could u provide more descriptive text? i dont have any OD&D materials, so i cant compare it to the original, but as far as i can see, it is a great golem, if a bit unorthodox... keep up the good work!:D
 

pyrobob said:
could u provide more descriptive text?

Heh. Welcome to OD&D. I've included pretty much every bit of description from the original entry in that text. The Expert Set and Rules Cyclopedia monster entries are very spare in that regard.

Was there anything in particular you were looking for?
 

A good monster that is mostly perfect. The Strength damage bonus should be +2 because it is a secondary natural attack, and it looks like you forgot to put in the size penalty (-1) to the attack rolls. Also, you might want to make the See Invisibility power a Supernatural ability instead of an extraordinary one. Also, can this golem run?
 

Psychotic Jim said:
The Strength damage bonus should be +2 because it is a secondary natural attack, and it looks like you forgot to put in the size penalty (-1) to the attack rolls.
Yes, indeed. Somehow I missed the rule about halving Str bonus on secondary attacks. :rolleyes:

Also, you might want to make the See Invisibility power a Supernatural ability instead of an extraordinary one. Also, can this golem run?
I chose to make see invisibility Extraordinary because I think it's probably intrinsic to the creature. I don't think it would shut off in an antimagic field. It's definitely a judgement call, though, and I could be convinced otherwise.

As for running, I'm inclined to say yes. I know that this is contrary to normal 3E golems, but so are several other things about this example (such as the lower Str and higher Dex). The OD&D rules don't seem to rule out running, and the cat-like nature of this golem also seems to me to want it.
 

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