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D&D 3E/3.5 Creature Catalog 3.5 Overhaul Project


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Wood Golem
Large Construct
Hit Dice: 9d10 (49 hp)
Initiative: -1 (Dex)
Speed: 20 ft (can't run)
AC: 16 (-1 size, -1 Dex, +8 natural)
Attacks: Slam +12 melee
Damage: Slam 2d12+7
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Fire seeds
Special Qualities: Construct, magic immunity, damage reduction 20/+2, sap
Saves: Fort +3 Ref +2 Will +3
Abilities: Str 24 Dex 9 Con --- Int --- Wis 11 Cha 1
Skills:
Feats:

Climate: Any forest
Organization: Solitary
Challenge Rating: 07
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Large), 19-27 HD (Huge)

A wood golem is about 8 1/2 feet tall and weighs around 800 pounds. This golem is made out of dead trees, though it is very rarely constructed from the carcass of a dead treant.

This golem has a very rough version of the humanoid form, and its features are carved by hand into the wood it is made from. The main body is a large tree trunk, and affixed to that are four large branches of proper length that serve as its arms and legs. The golem is given three small branch fingers on each hand, from which it shoots small fiery projectiles. A wood golem constructed from a treant's shell looks just like a treant with red glowing eyes.

COMBAT
The wood golem fights as directed, usually to protect the forest of its druid creator.

Fire Seeds (Su): The wood golem can fire up to 6 acorn fire seeds once every minute (three from each hand). This ability is otherwise as the spell cast by a 6th-level sorcerer (save DC 16).

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.

Magic Immunity (Ex): Golems completely resist most magical and supernatural effects except as follows. Wood golems are susceptible to magic that controls plants, but have a +4 bonus to their saving throws against such magic. If any sort of magic used to control plants is successfully used on a wood golem, it will become enraged when the magic wears off and attack the person who used the magic to control it. Electrical- and cold-based spells do no damage to a wood golem, but slow it for 6 rounds unless it makes its saving throw. A wish or a time stop spell works fully against this creature, and a repel wood or warp wood spell stuns a golem for 1d4 rounds. A plant growth or a wall of thorns spell restores hit points to this golem in a fashion similar to a cure serious wounds spell. No other spells affect the wood golem.

Sap (Su): A wood golem has a sticky sap-like substance running through its body that heals the wounds of living creatures. Every time the wood golem sustains damage from a slashing or piercing weapon, enough sap will bleed out of it to be equivalent to a potion of cure light wounds.

Skills: Wood golems receive a +6 racial bonus to Hide checks when in a forest setting.


CONSTRUCTION
A wood golem's body must be crafted from a large fallen oak or pine tree, which is not rotting or insect-infested. Large branches of the tree must be sawed off and replaced in the appropriate places for the arms and legs, and the rest of the tree must be carved to give it a roughly humanoid appearance.

The golem costs 50,000 gp to create and prepare all of the necessary rituals, which includes 500 gp for the body and tools with which to craft it. Assembling the body requires a Craft (woodworking or carpentry) check (DC 13). The wood golem takes one month to complete.

If the golem is created from the shell of a dead treant, the golem has the benefit of an additional +4 to its natural armor bonus (making it +12 total), and the golem also has 11 Hit Dice instead of the standard 9 HD. The golem also has the treant's Double Damage Against Objects ability, and its Fire Vulnerability, but not any of the treant's other abilities. Such a golem is otherwise identical to the normal wood golem.

The creator must be a 13th-level druid and able to cast divine spells. Completing the ritual drains 1000 XP from the creator and requires reincarnate, wall of thorns, plant growth, barkskin, and fire seeds.

1987 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #119 (1987, "The Dragon's Bestiary: A Walk Through the Woods", Loran Wlodarski).
 

the original stats:

WOOD GOLEM
Created by: Loran Wlodarski

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 4
MOVE: 6”
HIT DICE: 9 (55 hp)
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 punch
DAMAGE/ATTACK: 2-24
SPECIAL ATTACKS: Missile use (fire seeds)
SPECIAL DEFENSES: Surprised on 1-2; hit only by +2 or better magical weapons; resistant to various spells
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: L (8½' tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/XP: VII/2460

Wood golems are generally made by high-level druids of at least 13th-level proficiency. Construction is also possible by lower-level druids who have the necessary instructions, although such druids have a cumulative chance of 10% per level of experience below 13th level that the golem rots and becomes useless. In order to create a wood golem, the druid must first have the instructions provided by a manual of wood golems. If the druid has such a manual in his possession, the wood golem costs nothing to create other than the costs incurred for materials. If the druid does not own such a manual, the cost for one (provided one can be located) is anywhere from 55,000 to 70,000 gp. Without the manual of wood golems, no such creature can be built (thus, DMs should include this item in treasure hoards as desired).

The druid must then find a large fallen oak or pine tree (one that is not rotting or infested with insects) or a recently dead treant shell to begin. To start, large branches of the same tree type must be placed appropriately for the arms and legs, and the rest of the tree must be carved to give it a roughly humanoid appearance. The druid must use the following spells in the following order to animate the wood golem: reincarnate, wall of thorns, plant growth, barkskin, and fire seeds. Finally, to complete the process, the druid must sprinkle a potion of plant control on the wood golem and drink the remainder of the potion at the same time. The golem then comes to life. The wood golem takes one month to complete. There is a base 30% chance that the golem goes berserk and attacks its creator upon any command (minus 2% for each level of the druid). Like other golems, wood golems are only able to understand simple commands given to them.

If created from the shell of a dead treant, the golem has the following additional powers:
1. An AC of 0.
2. HD of 11 (65 hp maximum).
3. Can do structural damage like a treant.
4. Has the same weakness to fire as a treant.

All wood golems can blend into woodlands well; thus, if encountered in the forest, they are likely to surprise (1-5 on 1d6), and in return, can only be surprised on a 1-2 on 1d8. Wood golems can normally destroy wooden objects in three melee rounds or less, and save vs. fire at -2. This particular golem can attack by punching for 2-24 hp damage, or it can fire up to six acorn fire seeds (as per the spell) once every turn (three from each hand). Magical weapons of +2 or better enchantment are needed to hit wood golems, although sharp weapons have a 70% chance of making the wood golem "bleed" a sticky substance which (if consumed) can heal up to 5 hp damage done to any being by the golem.

Because of the magical nature of the wood golem, magics used to control plants (like certain spells or magical devices) have only a 50% chance of working on it. After the effects of such magics have worn off, the golem becomes enraged and proceeds to attack the person who formerly controlled it. Electrical- and cold-based spells do no damage to a wood golem, but slow it for 1-6 rounds unless it makes its saving throw. A wish or a time stop spell works against this creature, and a turn wood or warp wood spell stuns a wood golem for 1-4 rounds. A plant growth or a wall of thorns spell restores hit points to this golem (the effects are similar to a cure serious wounds spell). No other spells affect the wood golem.
 

First up, the obvious 3.5ification:

- Add 30 bonus hp for Large construct
- Drop "can't run" from speed line.
- Change DR (probably 5/adamantine, although the recent wood golem in dragon had 5/slashing).
- Add darkvision 60 ft. and low-light vision to SQ line.
 

Quick question.

Why is a wood golem made from a treant more susceptible to fire than one made from 'normal' wood?

I would think that either both should have the Vulnerability to Fire trait, or neither should.

Regards
Mortis
 

Into the Woods

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