Brain Golem conversion

Shade

Monster Junkie
Golem, Brain
Large Construct
Hit Dice: 12d10 (66 hp)
Initiative: -1 (Dex)
Speed: 20 ft. (can't run)
AC: 30 (-1 size, -1 Dex, +22 natural)
Attacks: Slam +15 melee
Damage: Slam 2d8+9
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Mental blast, sense weakness
Special Qualities: Construct, damage reduction 30/+2, SR 25
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 23, Dex 9, Con -, Int 6, Wis 11, Cha 1
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 11
Treasure: None
Alignment: Always lawful evil
Advancement: 13-19 HD (Large); 20-36 HD (Huge)

A creation of the ancient race of mind flayers, brain golems are the most horrible of all golems. They exist purely for the desires of illithids and are unswayed from their goals, once set.

A brain golem appears as huge, burly humanoid with an oversized brain for a head. In fact, the whole body is made up of brain tissue but is covered with a thin film of slimy skin. Although brain golems are more intelligent than other golems, they are completely unable to communicate.

Combat:

Brain golems are used as muscle or guards for illithids and attack an opponent only if so ordered or if the opponent tries to get at what the brain golem is guarding. Regardless of the situation, brain golems never attack mind flayers, which limits their effectiveness in battles between members of that race.

Mental Blast (Sp): Once per minute, a brain golem can release a form of the mind flayer's mental blast. This energy strikes everyone within a 90-ft.-radius centered on the golem. Anyone caught in this area must succeed at a Will save (DC 15) or take 2d8 damage and be stunned for 1d10 rounds. A target who makes a successful save takes only half damage and is not stunned. The golem usually uses this attack if it is brought down to 15 hp or less, or ordered to do so by a mind flayer.

Sense Weakness (Su): In combat, brain golems are more aware of their environment than other golems. They always aim for wizards and sorcerers first, knowing that a quick strike could easily kill that physically weak class. They seem to have an innate ability to roughly determine an opponent's condition (i.e., hit points), and they nearly always aim for the next weakest character after a wizard or sorceror.

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.

Converted from Dragon Magazine #193 (Live Statues and Stone Men: Golems of the Underdark by John Power)
 
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Interesting.....

I am actually working on an adventure right now involving mind flayers with a slight twist thrown in. Rather than the old cliche' big-giant-floating-in-fluid-elder-brain, the flayers pay homage to a rather large and powerful brain golem/mind flayer.
 


The elder-brain-in-a-golem idea is pretty keen. Something like a biomech suit.

Perhaps the illithids could have access to other forms of bioware?

Thank you for the evil golem ideas,

- Devon
 





Thanks for the catch, Deranged Youth. I have edited my original post to remove the duplicate Sense Weakness.

As for the creation costs, according to the original article, the brain golems are created by mind flayers from a combination of racial brains and part of the elder brain. Since only mind flayers could create them, no construction costs, etc. were included.
 


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