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Converting Creatures from Other Campaign Settings

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This is gonna be a tough one...

Transient Golem

"You... must not count on your reality as you feel it today, since, like that of yesterday, it may prove an illusion for you tomorrow." -Luigi Pirandello

Biography
Often there are stories of golems that curse life and those who thrust it upon them. This sad creature of mist simply craves to live at all, as something more than semi-sentient air and water. Only in corporeal form can it feel physical sensations and human emotions. Only in corporeal form can it reason and remember. Sadly, the transient golem acquires substance only by stealing life from others, and the too, too brief hours of its conscious existence fade away if it does not steal again and again and again.
This unusual golem may exist as a single, unique creature, or it can become a kind of RAVENLOFT monster, depending upon your interests and on the adventurers' handling of the story outlined below.

Appearance
In its natural form, the transient golem is virtually indistinguishable from mundane fog as well as the notorious Mists of Ravenloft. People and creatures with sensitive noses (your call!) sometimes detect a slight tang of hot copper in the air when they inhale the monster (give them 2 in 6 chance, with a +1 bonus for actively sniffing). But even the scent may fade as the creature instinctively blends with the surrounding mist, drawing thin or coalescing to match the thickness and visual texture of its cover.

When empowered by the essence of any living creature, the transient golem takes on that creature's form and appearance. Whether a wolf, a hero, or some other living thing is drained, the golem becomes a perfect twin. Even clothing, armor, and weapons are duplicated, although they are merely solidified mist and possess little or none of the physical or magical qualities of the original items. The golem can dissolve at will, but it rarely does. Instead it waits until it has exhausted the energy drained from its host, and it has no choice. The sight of this transformation requires a horror check: The creature diffuses from the outside in. First, the outer layer of skin becomes translucent and swirls away, then the inner layers of skin dissolve, followed by the muscles, the skeleton, and finally the internal organs. This six-second process is excruciating to the golem, and the agony is horribly apparent to those who look upon it.

Transient Golem

Neutral
Armor Class: 10
Movement: 3
Level/Hit Dice: Nil
Hit Points: Nil
THAC0: Nil
Morale: 20
No. of Attacks: 1
Damage/Attack: 1d10 x 10% of victim's hp
Special Attacks: Infusion; system shock; sustain current form
Special Defenses: Impossible to attack in natural form; Mist summoning
Special Vulnerabilities: Abjuration/protection magic; turned as "special" zeitgeber
Magic Resistance: 100% (except against abjuration/protection magic)

Str: Varies*
Dex: Varies*
Con: Varies*
Int: Varies*
Wis: Varies*
Cha: Varies*
XP: 650

*Varies with form taken.

The statistics above describe the golem in its natural state. In this vaporous form, it shares several qualities of the geist (see MONSTROUS COMPENDIUM Appendix III: Creatures of Darkness): No form of attack, physical or magical, can harm the golem, because its essential spark of life resides in a phylactery-like crystal, lost in the Mists. Its Armor Class is 10 for the purpose of striking at it, but no harm results. Also like the geist, the transient golem has no level or Hit Dice, hit points, or THAC0 while in natural form.
In physical form, the golem retains its Armor Class of 10, but it is now vulnerable to all forms of attack. Moreover, the transient golem functions as a a-level character unless its special mimic ability manifests. (See the "Extraordinary Abilities" section, below.)

Infusion: The golem's parasitic drain of a living host is called infusion. Quick and insidious, it requires no assault, and while detrimental to the host, it is not overtly hostile. Like the odem (also see the MC Appendix III), a transient golem can simply enter any orifice of a living creature that is accessible to air. The action requires a single round, and the creature automatically wins initiative. Once the infusion has begun, protective magic is too late; only expulsion magic cast in the same round as the entry can prevent the ensuing drain of energy.

In round two, the transient golem absorbs 1d10x10% of the host's current hit points. It always drains a minimum of 5 hp, so the victim's hit points may drop below 0. (This mechanic works best if 0 hit points is not considered the point of death.) The infusion often kills 0-level creatures and the weak, but the trauma also has a severe effect upon tougher hosts who lose half their hit points or more. They must make a successful system shock roll or lose 1 point from each ability score for 1d4-1 days, due to the immense and sudden strain of the theft. In any event, the victim at least blacks out for 1d4+1 rounds,following the attack.

In round three, the transient golem flees the host's body and moves off to safety. The flight is obvious, for the golem's color has changed to crimson. In a single round, it can assume the physical form of the host it has drained, possessing the hit points it took. The creature burns these points like fuel at the rate of 1 per hour. As described above, when the golem exhausts its supply of hit points, or if it loses those points to sustained damage, it reverts to its mist form until it can find another host. Note that the crimson mist can be physically attacked and damaged just like the solid form it takes.

Sustain Current Form: Once the transient golem has assumed a physical form, it can maintain that form indefinitely by absorbing more hit points before its current supply is exhausted. It can render itself partly insubstantial and reach into a living creature to steal more energy, yet keep the physical form it has already assumed. The theft is so swift and subtle that the golem can do this in a crowd without anyone noticing, including the victim (who unexpectedly suffers a seizure and passes out a moment or two later).

Special Defenses: As mentioned, the transient golem is invulnerable to attack, physical or magical, while in its natural state. Furthermore, the creature cannot be detected except by a detect magic spell, which reveals the presence of something (conjuration/summoning magic) in the air.
In its adopted physical form, the transient golem can leave the Mists at will, but it can silently call to them and make them rise thickly within 1d4 rounds -- or within just one round if any form of fog already exists. Once the Mists have risen, the golem can step into them and become completely and instantly obscured; treat the creature as though it were affected by an invisibility spell. This is an effective escape mechanism.

Special Vulnerabilities: Any spell designed to expel creatures -- such as banishment, dismissal, or dispel evil -- will drive off the mist form. Spells designed to prevent intrusion -- such as avoidance, globe of invulnerability, protection from evil, repulsion, and even sanctuary -- are effective deterrents to the golem's infusion ability. You may wish to allow other means undertaken by adventurers to repel the transient golem, especially if the solutions are clever or reasonable.

Like a mist horror, the transient golem can be turned by a 9th level (or greater) priest who presents a holy symbol. The golem is considered "special" on the Turning Undead table.

Construction
The transient golem is a creature of mist. But it also has an essential physical component that serves as the actual construct, the Created. (Without it, this unusual monster could not be classified as a golem.) The true physical vessel of the transient golem is a crystal ball about the size of a man's fist. It lies in the Mists, and the souls of thirteen mist horrors have been trapped within the crystal, forming the golem's critical "spark of life." Though the reason is unclear, this crystal ball can never leave or be taken from the Mists of Ravenloft. (Perhaps the crystal innately attracts them.) Because the Mists seem to exist outside the boundaries of normal space, the transient golem can manifest anywhere they do. Provided the golem is within the Mists, it can summon the crystal to its feet, though it rarely does so. Of course, when it adopts a physical form, the golem can leave the Mists at will, yet they always float somewhere within 100 yards of the creature. The crystal lies within that veil, and spellcasters can use locate object to find it, provided they know what they're seeking.

Mental Abilities: When the transient golem assumes a physical form, the creature does not normally retain any of the host's memories or abilities, nor does it possess any consciousness of the mist horrors trapped in its crystal ball. The golem begins physical life much like a complete amnesiac; its memories go no further back than the very moment it took shape. The golem picks up the first language or languages it hears almost instantly, and it learns extremely quickly. It can understand others within a few rounds, it can speak its first halting sentence after listening to others talk for about an hour, and it can speak fluently within a day. At this rate of acquisition and retention, the transient golem can blend into most societies within a week. Extraordinary Abilities: Each time the transient golem assumes a new shape, it has a 10% chance of adopting the abilities of that creature. Armor class, THAC0, spells, proficiencies, nonweapon proficiencies, and all other salient abilities function as innate powers that work identically to those of the host. You can adjust the boundaries of the golem's acquired abilities to suit the balance and tone of your campaign.

Zeitgeber: This creature has a peculiar Achilles' heal: It cannot resist fresh blood. In its natural state, the transient golem is most attracted to any character who happens to be bleeding. In physical form, the creature cannot resist touching any open wound it sees. Interestingly, the bleeding host experiences nothing like an infusion. There no pain whatsoever, and the contact completely closes the wound. It can even save a character's life because the golem's touch is tantamount to binding wounds, even upon a character who has suffered massive damage. Witnesses have called the results a miracle. If the golem has an appropriate form, they often believe it has the powers of a paladin. The truth is not so rosy. While the wound is closed, no hit points have been restored. Rather, the transient golem has absorbed the character's lost hit points, represented by the flowing blood. You can simply transfer all lost hit points to the golem or roll percentiles to determine how many points from the injury at hand would actually be present in the flowing blood. If the creature is in mist form, it will assume the wounded character's appearance (after moving to a safe place, away from retribution). If it already has a physical form, the golem can use the stolen hit points to sustain its present appearance.

Background
The creator of this golem remains a mystery. (The identity has been left uncertain so you can choose someone who suits your campaign.) Scholars speculate that the creator served the likes of Azalin, Strahd von Zarovich, or some other domain lord who is obsessed with escape from Ravenloft. One thing is sure: Whoever created this being was a powerful mage. The wizard was probably seeking a way to navigate the Mists by constructing a golem made of their very fabric -- a golem with which he or she could maintain a telepathic link.

This creator prepared a crystal ball with a trap the soul spell, then found his way into the Mists (probably with the aid of the Vistani) and wandered there until encountering a mist horror, whereupon he triggered the spell and ensnared the creature. He repeated this process until he had entrapped thirteen mist horrors, then returned to his laboratory. There he cast many enchantment, illusion, and necromantic spells over the crystal, binding the mist horrors' life forces to the glass and transforming them into a single entity. The golem's first self-directed act was to summon the Mists and then infuse with its creator, absorbing his living essence (or unliving essence, as the case may be) and taking physical form.

The adventure to follow assumes a certain history for this golem. At first, the creature was grateful for its new life, for it loved the physical and emotional sensations that flowed through it. But the golem passed through all five stages of mental development very rapidly: feeling dependence, confusion, betrayal, contempt, and finally hatred toward its creator. The wizard prevented the golem from feeding until the very last second when he was displeased (perhaps he was a sadist), and the agony of partial diffusion quickly taught the golem that its creator was neither benevolent nor beloved. The creature called upon the Mists to steal away the crystal, and to this day the object is well hidden in their embrace. Having gained control of its own phylactery, the golem repeatedly drained the wizard until he died.

Psychology
In mist form, the golem has only one instinct: to locate a host and absorb life energy so it can attain real life. There is no evil intent in the assimilation of another's life energy, so a paladin does not detect the creature's approach, and spells that involve good and evil (other than abjuration and protection magic) have no effect upon the transient golem.

Once the creature assumes a physical form, its next instinct is self-preservation, and it will take the most direct course of action available to it to maintain its new shape. The monster also begins to accumulate experience and memories immediately, and it quickly develops sophisticated methods to sustain itself without revealing its true nature. For example, the transient golem might gain human form and then make its way to another domain, where it could set up shop as a butcher. There it could feed subtly and indefinitely on the life energy of slaughtered animals without anyone being the wiser, and it could even establish itself as a respected citizen. Such a creature would have something of a dual personality, perhaps reaching a point where it didn't even recognize what it was doing as it absorbed life energy to sustain itself -- the golem would come to believe it is exactly what it appears to be.

Combat
Using its infusion ability, the golem approaches an unprotected host almost undetectably and enters the body. The host can feel the unwholesome mist filling his lungs, and he (or a companion) can expel the creature provided an appropriate abjuration spell is cast in that same round. Otherwise, the host is seized with searing pain throughout his or her entire body, resulting in the loss of 1d10x10% of current hit points (minimum of 5 hp) and a blackout of 1d4+1 rounds. Those who lose 50% or more of their hit points must make a successful system shock roll or lose 1 point from each of their Ability Scores for 1d4-1 days.

Characters who witness the seizure, particularly if the transient golem took them unaware, are subject to fear checks at the sight of a friend suddenly writhing in agony and then passing out. Similarly, they are subject to horror checks when they see blood-red smoke pour out of the body after the host passes out.

Once in solid form, the golem avoids combat, which certainly is not its forte. Until it acquires enough knowledge and memory to blend into its surroundings, it will employ brutal, ruthless tactics to sustain itself. Thereafter, it sustains itself as subtly as possible, avoiding any circumstance that might expose its true identity. Nevertheless, the golem's hunger is cold, and given the opportunity it will take as much life as it can, even if its actions result in death.

As its identity develops, the transient golem's tactics become more refined. It soon discovers regular and reliable sources of energy within the means of its species. In other words, in cat form, the transient golem might scratch a few humans for their blood at first, but it would eventually learn to hunt mice for its energy (which is a way to sustain itself without getting kicked). A human transient golem might initially attack young, weak women and children in a back alley, but eventually might become a barber trained in the art of bloodletting for health -- it's less likely to draw a vengeful crowd.
Whatever the golem's form may be, its zeitgeber remains in effect. The mere sight of exposed blood overwhelmingly commands the creature to touch and absorb.

Originally appeared in Children of the Night: The Created (1999).
 

Tomb-tainted construct doppelgangers? Yeah, that's weird. And shapechanger with lots of special abilities! But, to be honest, I think the hardest part will be agreeing what to do, not figuring out mechanics. ;)
 

Indeed. Cleon's going to want a bunch of new abilities, I'm going to try to shoehorn as much as possible into existing abilities, and you'll fall somewhere in between. ;)
 

Tomb-tainted construct doppelgangers? Yeah, that's weird. And shapechanger with lots of special abilities! But, to be honest, I think the hardest part will be agreeing what to do, not figuring out mechanics. ;)

Tomb-tainted incorporeal construct vampire doppelgangers if you please!

Indeed. Cleon's going to want a bunch of new abilities, I'm going to try to shoehorn as much as possible into existing abilities, and you'll fall somewhere in between. ;)

I resent resemble that remark!;)

Actually I was thinking that, weird as these things are, most of their abilities can be represented by off-the-shelf components.

Incorporeality (when in its natural state)
Alternate Form / Shapechange (into infused victim)
Blood Drain (Con or hit points? - I'd make it Con, since it appears to gain a Con score and become a 'Living Construct' when it copies a host's form, going by the original write-up.)

It's only their "Infusion" attack and "Alternate Form" that needs writing up, really [EDIT: plus some work on the Blood Drain]. Although we may have some argument over those!

EDIT: Here's some more thoughts.

Their Blood Drain looks like it operates via incorporeal touch, even if the golem is using its Alternate Form: "It can render itself partly insubstantial and reach into a living creature to steal more energy, yet keep the physical form it has already assumed. The theft is so swift and subtle that the golem can do this in a crowd without anyone noticing, including the victim (who unexpectedly suffers a seizure and passes out a moment or two later)."

We might need to build some kind of "subtle strike" function into its Blood Drain to represent the last sentence.

They have a standard golem's Immunity to Magic, which is overcome by any spell of the Abjuration type.

The crystal ball containing their "life spark" could be treated like a lich's Phylactery.

Oh, and finally the original text says its "Mimic Shape" Alternate Form / Shapechange" ability includes a 10% chance of the rapid adoptation of the memories and abilities (and maybe skills?) of the host, plus the ability to copy the first language it hears. The text also says "the transient golem functions as a a-level character unless its special mimic ability manifests." - is that "a-level" supposed to be "0-level"?

What shall we do about that? Have it copy the memories, skill ranks and Extraordinary racial and class abilities of the host? Rather than make it 10% shall we require a saving throw by the host (Will?) to resist its memories being copied? The "copy the first language it hears" is pretty straightforward.
 
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Huh, I'd thought gaseous, although I'll give you incorporeal due to the "impossible to attack" special defense.

I'm not sure the blood drain is precisely blood drain; in the original text, it doesn't actually do any additional damage. I agree that it's kind of like incorporeal touch. It's not entirely clear to me why it needs to keep "draining" hp -- should we insitute some kind of timer on staying corporeal?

I'd say drop the 10% entirely and just let it copy things.
 

Huh, I'd thought gaseous, although I'll give you incorporeal due to the "impossible to attack" special defense.

Okay, so shall we make them Medium Construct (Incorporeal) with 3 Hit Dice then?

I'm not sure the blood drain is precisely blood drain; in the original text, it doesn't actually do any additional damage. I agree that it's kind of like incorporeal touch. It's not entirely clear to me why it needs to keep "draining" hp -- should we insitute some kind of timer on staying corporeal?

In AD&D blood drain usually affects hit points, not Con like it does in 3E.

It needed to keep draining blood because it loses a hit point for every hour it stays in a mimicked shape, and once it reaches zero it dissolves back into mist.

Interpreting that into 3E I would prefer if it gains "temporary Con" through blood-draining for a number of reasons.

  • Under standard rules it would just be destroyed if it goes down to 0 hit points, and I'd prefer it to stay that way.
  • It drains blood to assume a pseudo-living form in which it can enjoy mortal sensations. I think having it drain Con via blood-drain to make it a "Living Construct" with a Constitution score is a neat way of representing that.
I'd say drop the 10% entirely and just let it copy things.

Yes, I agree that would be simpler.

Have its Mimic Shape work like standard alternate form with the addition that it can copy class-based Extraordinary abilities as well as racial Extraordinary abilities?

What about copying skills and feats?
 

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