Need conversions for Ravenloft Requiem (Maggot Golem)

Urklore

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Maggot Golem
CLIMATE/TERRAIN: Vale of Tears, Necropolis
FREQUENCY: Very rare
ORGANIZATION: Team
ACTIVITY CYCLE: Any
DIET: Rotting flesh
INTELLIGENCE: Semi-(2-4)
TREASURE: Nil
ALIGNMENT: Neutral
NO. APPEARING: 1-4
ARMOR CLASS: 8
MOVEMENT: 9
HIT DICE: 8 (45 hp)
THACO: 13
NO. OF ATTACKS: 1
DAMAGE/ATTACK: Special
SPECIAL ATTACKS: Smothering
SPECIAL DEFENSES: Immune to edged weapons, half damage from blunt weapons, regeneration, see below
MAGIC RESISTANCE: Nil
SIZE: S-M (3'-6 tall)
MORALE: Fearless (19-20)
XP VALUE: 5000
A maggot golem at first glance appears to be a shambling, off-white mound that is vaguely humanoid but with a constantly shifting form. It walks upright on two legs and has two arms but these appendages are constantly changing in length and thickness, as are the dimensions of its torso. The maggot golem's head is also in flux, at times appearing as a mere nub on the shoulders, at other times having definite features such as eyes, nose, ears, and mouth.

The explanation behind this shifting is that this type of golem is constructed using living organisms, maggots, to be specific. These are constantly turning into flies which circle around the golem's head and return to the body to lay eggs, completing the cycle by hatching more maggots. Some of the maggots drop off the body and lie writhing in its wake, but these are replaced at a phenomenal rate.

Combat: A maggot golem is mindless in combat. It either follows the instructions of its creator and master or follows its own instincts, seeking to kill the fleshy creatures upon which it feeds. It is emotionless and cannot be provoked. Once it has broken free of its master's control, however, it is considered berserk.

Due to the fact that a maggot golem is made up of hundreds of thousands of individual insects, it is almost impossible to damage. Edged weapons (whether magical or not) slicing through it have the same effect as if they were passing through water; the maggots simply knit together again after the sword has passed. Blunt weapons fare little better; they are able to smash off chunks of the body, but they inflict only half their usual damage.

In addition, the maggot-to-fly-to-maggot cycle is happening at a greatly accelerated rate, thus allowing the golem to continuously replenish itself. This results in the golem being able to regenerate at a rate of 2 hit points per round.

Just as a maggot golem is uniikely to be harmed by most weapons, it is also incapable of holding them. It attacks by hugging its victim to its body. This occurs whenever the golem makes a successful attack. The victim is then held and slowly smothered to death, losing 2d6 points per round that he is held.

During the first round of a smothering attack, the victim is automatically held and suffers damage. On each subsequent round, the victim may attempt a Strength check. Success means that the victim is able to break free and suffers no automatic damage that round. The maggot golem may still attack during that round, however, and thus could once again place a hold on the victim.

The elemental spirit in a maggot golem is not bound strongly, resulting in a 1% cumulative chance per round of combat (calculated independently for each fight) that it will break free of its master. When this happens, the master has a 10% chance per round (cumulative) of regaining control. To do this, he must be within 60 feet of the maggot golem, and the creature must be able to see and hear its master, who need only talk to it forcefully and persuasively to convince it to obey.

Maggot golems are immune to almost ail spells. Fire-based spells affect them normally, cold-based spells slow them for 2-12 (2d6) rounds, summon insects heals 1 d 10 points of damage, and repel insects causes them to instantly lose half their current hit points. All other spells are ignored by these creatures.

Habitat/Society: The maggot golem is an automaton, artificially created and under the direct control of its creator. Typically one to four such creatures are created at once. These can obey simple instructions involving a single, direct action.

Maggot golems make poor servants because each facet of a task must be described as a separate command. They are instead used to guard valuable items or places. Since the maggots that make up the body of the golem need to continue to consume rotting flesh to survive, a maggot golem often can be placed as a guard with minimal instruction. It will, on its own, seek out fleshy creatures to kill, which it later consumes once rot has set into the corpse.

Ecology: A maggot golem must be created by a wizard, who fashions it from a corpse that is thickly infested with maggots. The animating force is an elemental spirit from the plane of Earth, which is bound to the body. Eventually the body is consumed by the maggots, which are then held in a humanoid form by the elemental spirit.

The maggot golem is created using a refinement of the process used to create a flesh golem. This refinement was first discovered by a vassalich in the city of Karg and it is thus in the Vale of Tears region of Necropolis that most maggot golems are found.
It is rumored that this evil wizard may have developed a further refinement, the use of rot grubs, rather than maggots. An attack by a golem composed of these creatures would be fearsome indeed, since the rot grub is capable of burrowing into and consuming living human flesh.
 

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Let's see, I'll try some bare bones... Fleshing this out later.

Small Construct
Hit Dice: 8d10+10 (54 hp)
Initiative: -2
Speed: 20 ft. (4 squares)
Armor Class: 12 (+1 size, -2 Dex, +3 natural armor), touch 9, flat-footed 12
Base Attack/Grapple: +6/+8
Attack: Slam +9 (0)
Full Attack: 2 slams +9 (0)
Space/Reach: 5 ft./5 ft.
Special Attacks: Berserk, constrict, improved grab, smother
Special Qualities: Construct traits, damage reduction 10/piercing (and/or adamantine?), darkvision 60 ft., fast healing 2 (3-5?), immunity to magic, low-light vision
Saves: Fort +2, Ref +0, Will +2
Abilities: Str 15, Dex 6, Con —, Int 3, Wis 10, Cha 1
Skills: 11
Feats: Improved Grapple, +2
Environment: Any
Organization: Solitary or gang (2 - 4)
Challenge Rating: X
Treasure: None
Alignment: Always neutral
Advancement: 9–16 HD (Small); 17 - 24 HD (Medium)
Level Adjustment: —
 

A few changes I would make on that:

It should be immune to slashing and piercing weapons. Thus, adamantine for the DR sounds fine.

I would nix constrict, as it doesn’t seem to crush its opponent. Instead, the improved grab should trigger the smothering attack. In fact, you may want to consider changing the slams to touch attacks, if a touch attack is sufficient to initiate a grapple (and I think it is).
 

As I said, bare bones. ;)
You're right about the constrict - reading problem on by behalf.
The writeup mentions it being immune to bludgeoning weapons, and taking half damage from edged (slashing) weapons, which leaves piercing. Not that it makes much sense with this composition. So, bludgeoning and/or adamantine might be better.

Some more:
A maggot golem does not speak, but understands one language chosen by its creator (often Common).

Berserk (Ex): When a maggot golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 18 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

Improved Grab (Ex): To use this ability, a maggot golem must hit a Large or smaller opponent with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can smother its opponent.

Smother (Ex): If the maggot golem successfully grapples a victim for one or more consecutive rounds, the victim is unable to breathe and is subject to suffocation (see Suffocation rules in the DMG).

Immunity to Magic (Ex): A maggot 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.
A magical attack that deals fire damage affects the golem normally.
A magical attack that deals cold damage slows a maggot golem (as the slow spell) for 2d6 rounds, with no saving throw.
Summon swarm, insect plague, creeping oom and other similar spells repair 1d10 points of damage per spell level.
Repel vermin cast on the maggot golem deals damage equal to that of a harm spell to it.

You know, this guy might actually use the Construct (Living) type and subtype. ;)
 

Knight Otu said:
The writeup mentions it being immune to bludgeoning weapons, and taking half damage from edged (slashing) weapons

i think you have that reversed my friend...

and as to peircing, i can't see any logical reason why a stabbing weapon would do any better than a slicing weapon (in fact, i have to assume it would be even less effective), and i would have assumed that they meant to include piercing under "edged weapons". but that is my opinion. ;)
 


I agree, being composed of living tissue (maggots), it should have the living construct subtype.

Should we tackle the last 2 monsters to complete the conversion of the Requiem 2nd addition resource?
 
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So, Living subtype is in, yes?

Small Construct (Living)
Hit Dice: 8d10+16 (60 hp)
Initiative: -2
Speed: 20 ft. (4 squares)
Armor Class: 12 (+1 size, -2 Dex, +3 natural armor), touch 9, flat-footed 12
Base Attack/Grapple: +6/+8
Attack: Slam +9 (0)
Full Attack: 2 slams +9 (0)
Space/Reach: 5 ft./5 ft.
Special Attacks: Berserk, improved grab, smother
Special Qualities: Damage reduction 10/bludgeoning (and/or?) adamantine, darkvision 60 ft., fast healing 3, (immunity to critical hits?), immunity to magic, living construct traits, low-light vision
Saves: Fort +2, Ref +0, Will +2
Abilities: Str 15, Dex 6, Con 14, Int 3, Wis 10, Cha 1
Skills: 11
Feats: Improved Grapple, +2
Environment: Any
Organization: Solitary or gang (2 - 4)
Challenge Rating: 6-8?
Treasure: None
Alignment: Always neutral
Advancement: 9–16 HD (Small); 17 - 24 HD (Medium)
Level Adjustment: —

A maggot golem does not speak, but understands one language chosen by its creator (often Common).
Combat

Berserk (Ex): When a maggot golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 18 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

Improved Grab (Ex): To use this ability, a maggot golem must hit a Large or smaller opponent with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can smother its opponent.

Smother (Ex): If the maggot golem successfully grapples a victim for one or more consecutive rounds, the victim is unable to breathe and is subject to suffocation (see Suffocation rules in the DMG).

Immunity to Magic (Ex): A maggot 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.
A magical attack that deals fire damage affects the golem normally.
A magical attack that deals cold damage slows a maggot golem (as the slow spell) for 2d6 rounds, with no saving throw.
Summon swarm, insect plague, creeping oom and other similar spells repair 1d10 points of damage per spell level.
Repel vermin cast on the maggot golem deals damage equal to that of a harm spell to it.
 

Looks good so far, I would do the following:

Immunity to critical hits, since it is composed of numerous maggots, should it NOT be completely immune to crits? After all, there is still some living tissue (maggots) in the golem unlike traditional golems that are made of nonliving tissue (iron, stone, etc). How about a fortification type ability for 75%? That way an extremely well-placed blow would have a chance of squashing an abnormally amount of maggots and thus hurting the creature:

Squirming Fortification (Ex): Because of the Maggot Golem's physical makeup and due to the fact that it is made up of hundreds of thousands of individual insects, any critical hit or sneak attack has a 75% chance of being avoided and thus cause only normal damage.

Damage Reduction: I like the 10 or 15/bludgeon and leave it as that, as it is not fashioned of a mineral or metal substance like most golems. Also an adamantium slashing or piercing weapon would not fare any better against its 'thousands of maggot' body than a steel slashing or piercing weapon. Best to simply leave it as bludgeon in my humble opinion. Do we think 10 is right, or perhaps 15? Also DR for the golem should be an EX ability.

Challenge Rating: 6-8 looks good, will have to field test in in game, but I am inclining towards 7 myself.
 
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