Gish Makai
First Post
Hinual Golem
Medium-size Construct
HD: 12d10 (66 hp)
Initiative: -1 (-1 Dex)
Speed: 20 ft (can’t run)
AC: 19 (-1 Dex, +10 Natural Armor)
Attacks: 2 Slam +14 (melee)
Damage: Slam 2d8+5
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Wail, Shriek
Special Qualities: Construct, Magic Immunity, Damage Reduction 15/+1, Repulsion
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 21, Dex 9, Con --, Int --, Wis 11, Cha 1
Climate/Terrain: Any land or underground
Organization: Solitary or Pair
CR: 11
Treasure: None
Alignment: Neutral (Always)
Advancement Range: 13-24 HD (Medium-size), 25-36 HD (Large)
A hinual golem is a variant of a flesh golem. It resembles the flesh golem in all aspects except that the head is that of an elven female. The body is stitched together to make a single composite form. It stands 7 feet tall and weighs almost 500 pounds. Instead of the wizard being able to bond a spirit to the golem, he bonds a banshee.
Its skin is the sickly green and yellow of partially decayed flesh. A hinual golem smells faintly of dug earth and dead flesh, and no natural animal willingly tracks one. The golem wears whatever clothing its creator desires. It has no possessions and no weapons save that of its voice. This golem has the capability of speech, although it is hoarse and garbled. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.
COMBAT
Hinual golems often fare poorly in combat. They can crush foes that lack magic weaponry. Their tactics are to use their wail to destroy opposing foes and then their shriek ability to finish off those who survive. Lastly they will enter melee combat by pounding away with their fists.
Wail (Su): 1/day; 30-foot radius; Will save (DC 16) or die.
Shriek (Su): The hinual golem will shout out a terrible shriek that affects those within 60 feet. A Fortitude save (DC 16) is required or all will be paralyzed with fear until the monster attacks them, goes out of range, or dies. A paralyzed creature is susceptible to the wail of the golem and the save for the wail increases to DC 20.
Repulsion (Ex): The golem constantly has an invisible, mobile field surrounding it, preventing creatures from approaching. The field eminates 10 feet outwards from the golem. Creatures within or entering the field must attempt a Will save (DC 18) or become unable to move toward the golem. They can fight other creatures and can cast spells or attack with ranged weapons.
Magic Immunity (Ex): Hinual golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. Fire- and cold-based effects slow them (as the spell) for 2d6 rounds, with no save. An electricity effect breaks any slkow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise inflict.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability drain, energy drain, or death from massive damage.
Construction
The pieces of a hinual golem must come from normal human and elven corpses that have not decayed significantly. The elven torso must be fresh and attached within 2 days of the completion of the ritual. Assembly requires a minimum of six different bodies, one for each limb, the torso (with head), and the brain. The elven torso must be that of the banshee’s original body.
The golem costs 50,000 gp to create, which includes 500 gp for the construction of the body. Assembling the body requires a successful Craft (leatherworking) or Heal check (DC 16).
The creator must be 14th level and able to cast arcane spells. Completing the ritual drains 1,000 XP from the creator and requires bull’s strength, geas/quest, limited wish, polymorph any object and repulsion.
Medium-size Construct
HD: 12d10 (66 hp)
Initiative: -1 (-1 Dex)
Speed: 20 ft (can’t run)
AC: 19 (-1 Dex, +10 Natural Armor)
Attacks: 2 Slam +14 (melee)
Damage: Slam 2d8+5
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Wail, Shriek
Special Qualities: Construct, Magic Immunity, Damage Reduction 15/+1, Repulsion
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 21, Dex 9, Con --, Int --, Wis 11, Cha 1
Climate/Terrain: Any land or underground
Organization: Solitary or Pair
CR: 11
Treasure: None
Alignment: Neutral (Always)
Advancement Range: 13-24 HD (Medium-size), 25-36 HD (Large)
A hinual golem is a variant of a flesh golem. It resembles the flesh golem in all aspects except that the head is that of an elven female. The body is stitched together to make a single composite form. It stands 7 feet tall and weighs almost 500 pounds. Instead of the wizard being able to bond a spirit to the golem, he bonds a banshee.
Its skin is the sickly green and yellow of partially decayed flesh. A hinual golem smells faintly of dug earth and dead flesh, and no natural animal willingly tracks one. The golem wears whatever clothing its creator desires. It has no possessions and no weapons save that of its voice. This golem has the capability of speech, although it is hoarse and garbled. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.
COMBAT
Hinual golems often fare poorly in combat. They can crush foes that lack magic weaponry. Their tactics are to use their wail to destroy opposing foes and then their shriek ability to finish off those who survive. Lastly they will enter melee combat by pounding away with their fists.
Wail (Su): 1/day; 30-foot radius; Will save (DC 16) or die.
Shriek (Su): The hinual golem will shout out a terrible shriek that affects those within 60 feet. A Fortitude save (DC 16) is required or all will be paralyzed with fear until the monster attacks them, goes out of range, or dies. A paralyzed creature is susceptible to the wail of the golem and the save for the wail increases to DC 20.
Repulsion (Ex): The golem constantly has an invisible, mobile field surrounding it, preventing creatures from approaching. The field eminates 10 feet outwards from the golem. Creatures within or entering the field must attempt a Will save (DC 18) or become unable to move toward the golem. They can fight other creatures and can cast spells or attack with ranged weapons.
Magic Immunity (Ex): Hinual golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. Fire- and cold-based effects slow them (as the spell) for 2d6 rounds, with no save. An electricity effect breaks any slkow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise inflict.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability drain, energy drain, or death from massive damage.
Construction
The pieces of a hinual golem must come from normal human and elven corpses that have not decayed significantly. The elven torso must be fresh and attached within 2 days of the completion of the ritual. Assembly requires a minimum of six different bodies, one for each limb, the torso (with head), and the brain. The elven torso must be that of the banshee’s original body.
The golem costs 50,000 gp to create, which includes 500 gp for the construction of the body. Assembling the body requires a successful Craft (leatherworking) or Heal check (DC 16).
The creator must be 14th level and able to cast arcane spells. Completing the ritual drains 1,000 XP from the creator and requires bull’s strength, geas/quest, limited wish, polymorph any object and repulsion.