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


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indeed.

dhaga said:
I think adamantine *and* slashing would be too powerful. I would prefer DR/slashing over adamantine, for flavor.

though, "DR/slashing or adamantine" might make more sense.
 

Perhaps...although that adamantine rapier would seem odd puncturing it (although probably no stranger than vs. an iron golem).
 


Shade said:
although that adamantine rapier would seem odd puncturing it.

At least some sap would come out if it was punctured. With the iron golem, you might get a few small iron filings...

DR/slashing *or* adamantine would be fine.
 

Let go with

DR: slashing or adamantine

and call it finished?

And if I may so bold request that the pegataur is updated next. :)

Regards
Mortis
 

finished? hahahahahaha! :)

let's make sure the combat abilities and such are kosher before calling it done.

Dragon 119 said:
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.


This is what we have, from the CC:

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.


Dragon #119 said:
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.

They do have a +6 racial bonus on Hide checks made in forested areas already. Should we give them some sort of alertness ability related to the forest? I think we gave an ability like that to another creature at some point in the past, like the kercpa or hamadryad.


Dragon #119 said:
Wood golems can normally destroy wooden objects in three melee rounds or less, and save vs. fire at -2.

Should they get something akin to Double Damage against Objects applying only to wood? And this supports the idea of giving them all Vulnerability to Fire.


Dragon #119 said:
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).

This is what we have so far:

Fire Seeds (Su): Once per minute, a wood golem can fire up to 6 acorn fire seeds (three from each hand). This ability is otherwise as the spell (save DC X). Caster level 6th. The save DC is X-based.

Dragon #119 said:
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.

This also seems to support the DR/adamantine or slashing.

Plus, I gave it this before:

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.


Dragon #119 said:
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.

This is what I gave it when I converted it to 3.0:

Immunity to Magic (Ex): A wood golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain effects function differently against the creature, as noted below.

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.
 

Aspect of BOZ said:
finished? hahahahahaha! :)
hahahaha :uhoh: hahahah :o

let's make sure the combat abilities and such are kosher before calling it done.
It's been awhile - I'd lost track

Should they get something akin to Double Damage against Objects applying only to wood?
Perhaps a 'Sunder Wood' ability?

This also seems to support the DR/adamantine or slashing.
Agreed

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.
I like though the original text seems to suggest that it only heals wounds inflicted by the wood golem - perhaps the potion could 'go off' after a period of time?

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.
Wood shape dazes it for a round? Although as a construct it would normally be immune to stun and daze effects.

Regards
Mortis
 

Aspect of BOZ said:
finished? hahahahahaha! :)

Did we ever check to see if the wood golem from Dungeon #14 differs? I can't recall.

Aspect of BOZ said:
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.

All this should probably bump up the CR by +1.

Aspect of BOZ said:
They do have a +6 racial bonus on Hide checks made in forested areas already. Should we give them some sort of alertness ability related to the forest? I think we gave an ability like that to another creature at some point in the past, like the kercpa or hamadryad.

I don't see anything like that on the kercpa or hamadryad (or the feystag). Are you maybe thinking of this?

Woodland Mastery (Su): Hamadryads are in tune with their forest and the environment they live in, and have a significant advantage while in the woodlands. They have exact knowledge of their forest home, providing them with +20 to Knowledge (nature) and Survival checks. Hamadryads in the forest are immune to any sort of summoning spell, but are aware of the attempted summons and from where it originated. They can consume and process any type of water, even water fouled by human or animal wastes.

Aspect of BOZ said:
Should they get something akin to Double Damage against Objects applying only to wood? And this supports the idea of giving them all Vulnerability to Fire.

Yes and yes.

Aspect of BOZ said:
This is what we have so far:

Fire Seeds (Su): Once per minute, a wood golem can fire up to 6 acorn fire seeds (three from each hand). This ability is otherwise as the spell (save DC X). Caster level 6th. The save DC is X-based.

We should add the ranged attack bonus to the description. We should probably also state that it only functions as acorn grenades, not holly berry bombs. The save DC should probably be Con-based (and thus DC = 10 + 1/2 HD).

Aspect of BOZ said:
This also seems to support the DR/adamantine or slashing.

Yep.

Aspect of BOZ said:
Plus, I gave it this before:

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.

Hmmm...I think you're on the right track, but I think it should function by contact, not imbibing. Also, after it is destroyed, should the remaining sap be harvestable? If so, how much?

Aspect of BOZ said:
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.

Should we state that even mind-affecting spells that normally don't affect mindless creatures affect them in this case?

Aspect of BOZ said:
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.

I think we should leave out wish...wouldn't it depend upon how the wish is used? Using a wish to produce a stinking cloud, for example, probably shouldn't affect it. We could probably leave off time stop as well.
 

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