Please critique this monster

New stats for the golem.

Had to change my username.

GHOUL GOLEM
Large Construct
Hit Dice: 19d10 +30 (136 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 27 (-1 size, +2 Dex, +16 natural), touch 11,
flat-footed 25
Base Attack/Grapple: +12/+28
Attack: Gauntlet +24 (3d6 +11)
Full Attack: Gauntlet +12 (3d6 +11) and 1 slam +12 (2d10 +11)
Space/Reach: 10 ft. \ 10ft.
Special Attacks: Breath Weapon
Special Qualities: Construct traits, damage reduction 10/silver, Darkvision 60 ft., immunity to magic, low-light vision, corpse battery, regeneration 10
Saves: Fort +6, Ref +8, Will +6
Abilities: Str 33, Dex 15, Con -, Int -, Wis 10, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 13
Treasure: None
Alignment: Always Neutral
Advancement: 19-24 HD (Large); 25-54 HD (Huge)
Level Adjustment: -

This creature appears to be an oversized flesh golem if it wasn’t for the large gauntlet on his wrist pumping a vile ichor to its’ forearm and the undead corpse strapped to its’ back.

The Ghoul Golem was constructed using some of the vilest experimental surgery known. Just the will and immoral attitude of someone capable to create such a monstrosity should be enough for adventurers not to tangle with it.
The ghoul golem stands just over 11 feet tall, with muscles rippling all over its’ body. Some muscles on the golems’ body are exposed and covered in armor, while other portions are just bare skin which is a grey, decomposing color.

Breath Weapon: Necrotic Gas (Poison) 20 ft. cone Fort Save DC 19, 3d6 Con initial, 1d6 Con secondary. Gas causes the flesh to rot and produce rot grubs within 1 day if not healed (DC 17) The incubation for this is 1d4 minutes.
Gauntlet: Any large melee weapon grafted to the arm of the creature. Common weapons are polearm blades along the forearm, battle axes, daggers for fingers and spikes around the entire hand. The DM should consider which weapons would work best.
Corpse Battery: The harness that fits onto the back of the creature allows it to use its’ breath weapon so many times in a day and whether its’ regeneration is active or not. Elimination of the corpse battery is definite elimination of the creature. The DM should roll to see which type of battery the creature has. Determine from the following:
01-20 Allip Golem gains Allips Babble(Su) effect. Save DC is 19. Cha based.
21-30 Ghoul Gains ghouls paralyzing touch. Fortitude DC19
31-45 Ghast Gains ghasts stench. FortitudeDC 19
46-75 Wight Gains creatures energy drain attack. Save DC Fortitude 20
76-88 Ghost Golem can force the ghost to moan as the ability. Will DC 23
89-99 Wraith Constitution Drain DC 19 Fortitude
100 Vampire Domination Will DC 13

Feel free to play test it this weekend guys, I would appreciate it. Let me know how it works. If you think more changes need to be made, ok. By the way, the saves are meant to be high. It's not supposed to be unstoppable, just a pain in the arse.
 
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Wow. Wow. Wow. :)

Nifty idea. I took your idea gave it a slight spin:

CORPSE GOLEM
Large Construct
Hit Dice: 18d10 +30 (129 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 27 (-1 size, +2 Dex, +16 natural), touch 11, flat-footed 25
Base Attack/Grapple: +13/+26
Attack: 1 gauntlet +22 (3d6 +9)
Full Attack: 1 gauntlet +22 (3d6 +10) and 1 slam +22 (2d6 +10)
Space/Reach: 10 ft.\10ft.
Special Attacks: Special, see below
Special Qualities: Construct traits, damage reduction 10/adamantine, Darkvision 60 ft., immunity to magic, low-light vision, corpse battery
Saves: Fort +6, Ref +8, Will +6
Abilities: Str 31, Dex 15, Con -, Int -, Wis 10, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 12 + corpse battery type
Treasure: None
Alignment: Always Neutral
Advancement: 19-24 HD (Large); 25-54 HD (Huge)
Level Adjustment: -

At first this creature appears to be an oversized flesh golem. Upon closer inspection a cast iron vat can be seen imbedded in the creatures back. The vat contains a glass plate that reveals faintly phosphorescent green fluid and what appears to be the corpse of a humanoid figure of undeterminate origin. Strapped to one arm is a large metal gauntlet sporting vicious cold iron blades.

Corpse golems are constructed using arcane magic and unspeakable surgical techniques known only to a few small cults of deranged necromancer-alchemists. A corpse golem stands just over 11 feet of rippling muscle tall. A corpse golem is covered in patch-work iron armor that appears bolted to it’s body and rotting gray flesh. In places the flesh covering it’s frame has rotted away, twitching, pulsating muscles are revealed.

COMBAT

Corpse Battery (Su): The vat imbedded in the corpse golems back contains one medium-size undead. This undead creature grants the corpse golem it’s breath weapon and a special defense, based on the creatures type. Several examples are given below, and the DM should feel free to invent others based on the guidelines presented below. The corpse battery has a hardness of 10 and 30 hp.

Allip: A corpse battery containg an allip grants the golem the following traits:
Babble (Su): The corpse golem constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed on a DC 19 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect. Creatures that successfully save cannot be affected by the same corpse golem’s babble for 24 hours. The save DC is Constitution-based.
Ghost-touched (Su): The corpse golem is considered to possess the ghost-touch armor and weapon special abilities.
CR: +1

Ghoul: A corpse battery containing a ghoul grants the corpse golem the following traits:
Bite (Ex): The corpse golem gains a bite attack at it’s base attack bonus -5. The bite inflicts 1d8 points of damage plus half the corpse golem’s Strength modifier.
Paralysis (Ex): Those hit by the corpse golem’s bite or slam attack (but the not gauntlet) must succeed on a DC 19 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Constitution-based.
CR: +1

Ghast: A corpse battery containing a ghast grants the corpse golem the following traits:
Bite (Ex): The corpse golem gains a bite attack at it’s base attack bonus -5. The bite inflicts 1d8 points of damage plus half the corpse golem’s Strength modifier.
Paralysis (Ex): Those hit by the corpse golem’s bite or slam attack (but the not gauntlet) must succeed on a DC 19 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Constitution-based.
Stench (Ex): The stink of death and corruption surrounding the corpse golem is overwhelming. Living creatures within 10 feet must succeed on a DC 19 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same corpse golem’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.
CR: +2

Ghost: A corpse battery containing a ghost grants the corpse golem the following traits:
Frightful Moan (Su): The corpse golem can emit a frightful moan as a standard action once every 1d4 rounds. All living creatures within a 30-foot spread must succeed a DC 19 Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same corpse golem’s moan for 24 hours.
Ghost-touched (Su): The corpse golem is considered to possess the ghost-touch armor and weapon special abilities.
CR: +1

Wight: A corpse battery containing a wight grants the corpse golem the following traits:
Energy Drain (Su): Living creatures hit by the corpse golem’s slam attack gain one negative level. The DC is 19 for the Fortitude save to remove a negative level. The save DC is Constitution-based. For each such negative level bestowed, the corpse golem gains heals 5 hit points of damage, or gains 5 temporary hit points if uninjured.
CR: +2

Zombie: A corpse battery containing a zombie grants the corpse golem the following traits:
Necrotic Breath (Su): Every 1d4+1 rounds the corpse golem can breathe a 20 ft cone of necrotic gas. Any creature who fails a DC 19 Fortitude Save DC 19 suffers 1d6 initial and 1d6 secondary points of Constitution damage as the gas rots the creature’s flesh. Creatures slain by this gas rise as zombies 1 day later, animated by the foul poisons permeating their flesh. While these zombies have the attributes of normal zombies, they are not animated negative energy and are immune to turning. The decay process continues even after death and after two weeks the zombies decompose in foul smelling pools of goo. The save DC is Constitution-based.
CR: +2

Gauntlet (Ex): The gauntlet used by the corpse golem is similar to a spiked gauntlet but typically has 2 to 3 1-1.5 blades welded to it. Common variations on the gauntlet include various enchantments, or blades made of special materials, such as silver or adamantine.
 




Anyone here can use this but I would love to be able to be published for nasties like this. I have some seriously insane ideas' (this one being about three weeks now) that I can't put all of them down quick enough. As soon as I can get some these templates figured out. Thanx guys (and girls) for everything. Enjoy this and let me know how it turns out.

Oh and DeralBaskul, I did look at your post and I'm still editing the monster. I don't like some of the changes made. The breathe weapon should stay no matter what battery the creature has. That's what makes it deadly. The changes that were made recently were made right after I left for a game. I don't know if I will approve those or not, but thanx Deral. I saw what you posted and am still working on it.
 
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