Cleon
Legend
I'm waiting for Cleon's summary on this one.![]()
Slave driver.

So far we've got the following.
I added a Cha-based to Infusion, since we forgot to give it a type. We also needed a name for the template, so I've put in "Transient Golem Doppleganger" as a place holder.
The only thing it was missing is an AC. I'm thinking natural armour +0, deflection bonus equal to Cha (= +3), like a ghost or shadow.
The original draft had an error in the grapple check - somehow the strength-less golem had got a +3 bonus on its grapple. I've fixed it.
Golem, Transient
Medium Construct (Incorporeal)
Hit Dice: 13d10+20 (91 hp)
Initiative: +3
Speed: fly 10 ft. (perfect)
Armor Class: 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13
Base Attack/Grapple: +6/+6
Attack: Incorporeal touch +9 touch (infusion)
Full Attack: Incorporeal touch +9 touch (infusion)
Space/Reach: 5 ft./5 ft.
Special Attacks: Infusion
Special Qualities: Construct traits, crystal phylactery, immunity to magic
Saves: Fort +4, Ref +7, Will +7
Abilities: Str —, Dex 17, Con —, Int —, Wis 17, Cha 16
Skills: —
Feats: —
Combat
A transient golem's armor class has a deflection bonus equal to its Charisma bonus or +1, whichever is higher.
Crystal Phylactery
A transient golem's life force is stored in a crystal sphere similar to a lich's magic phylactery. The creation of a transient golem is actually the creation of its crystal phylactery (See Construction, below). As a rule, the only way to get rid of a transient golem for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, the golem reappears 1d10 days after its apparent death.
A transient golem's crystal phylactery is Tiny and has 40 hit points, hardness 20, and a break DC of 40.
Immunity to Magic (Ex): A transient 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.
All spells with the Abjuration descriptor always function against a transient golem as if the golem was a creature of a type most vulnerable to the spell. e.g. a protection from evil spell affects a transient golem as if it was a summoned creature the Evil subtype despite it being neutral and unlikely to be summoned. If the Abjuration would trap or control the golem, such as the dismissal, imprisonment or sequester spells, it instead "kills" the golem and forces it to return to its crystal phylactery (see below).
Note that this means protection from evil, magic circle against chaos and similar spells automatically prevent a transient golem using its Infusion attack, since they prevent summoned monsters from making bodily contact with those they are warding.
Infusion (Su): An incorporeal transient golem can attempt to enter the body of a living, corporeal creature in order to steal its life-force and copy its mind and body. First, the golem must succeed at an incorporeal touch attack to enter an orifice on its victim. If successful, on the next round the victim must succeed at a DC 19 Fort save or the transient golem enters their mind and nervous system, causing excruciating agony (-4 to attacks, skills and ability checks) for 1d4+1 rounds. In addition, the victim takes 1d3 Con damage per round as the golem saps their life-force. Finally, at the end of the 1d4+1 rounds, the golem leaves the victim's body and takes a corporeal form duplicating the victim (this is given by the Transient Golem Facsimile template below). If the save succeeds, the transient golem is expelled from the victim's body and can not use its Infusion attack against that creature again for 24 hours. The save DC is Charisma-based.
Last edited: