Converting Creatures from Other Campaign Settings

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Looks good, except for the potential confusion of the word choice "doppelganger" here. Updated.

Finished? (Oh dear gods, please!)

I meant to say "transient golem" or "transient duplicate" but it just typed out wrong.

EDIT: It looks good to go apart from a couple of minor errors in the Immunity to Magic descriptions, which should be as follows:

*TRANSIENT GOLEM*

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 with 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.

*TRANSIENT GOLEM DUPLICATE*

Immunity to Magic (Ex): A transient golem duplicate 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 with 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 above).

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.

EDITED EDIT: Oh, and the Crystal Phylactery has a "(See Construction, below)" without said Construction. I think we'd better just cut out the mention of construction and declare them done.

I don't want to start a whole "Constructing a Transient Golem" debate!
 
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Sorry about this, but I just noticed another error. The Infusion write up has "Transient Golem Facsimile template" instead of "Transient Golem Duplicate template".

I've just been through the dang thing twice and I can't find anything else wrong, so hopefully we can call it a day for this monster.
 


Hmm, it would be funny not to have a construction section, though.

:p :D

Well I guess we could.

How about this for a start:

Construction
Creating a transient golem requires a block of purest crystal worth at least X gp and the vaporous residue of one or more incorporeal undead. These undead must have had total hit dice at least twice the hit dice of the desired golem. These components are merged together to create the transient golem's Crystal Phylactery. Crafting the phylactery requires a DX Y Craft (sculpting) check or a DC Y Craft (stonemasonry) check.

CL Z; Create Construct, animate dead, simulacrum, vampiric touch, caster must be at least Zth level; Price ????gp; Cost ???? gp + ???? XP.
 

I think we can leave off a construction section, as the original was a unique creation that seemed to be a bit of a mistake.
 





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