Shade said:
30 - Ghast-Lord, Copper Golem, Oak Golem, Shadow Golem
The Ghast-lord only has a brief stat block:
Ghast-lord: 1; AL CE; IN High; SZ M; MV 12"; AC 2; HD 8; hp 48; THAC0 12; #AT 3 or 1 spell; Dmg 1-6/1-6/1-12 or by spell.
Spells carried: command (die), protection from good, sanctuary, bless, resist cold, hold person, spiritual hammer, silence 15' radius, speak with animals, resist fire.
(From "Ravager, Part 1: The Darkcrypt" by Jeff Grubb; Polyhedron Newszine Issue 30).
The golem article also contains a brass golem which is different to later versions. Here are all four.
COPPER GOLEM
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 7
MOVE: 6"
HIT DICE: 40 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 3-12/3-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Semi
ALIGNMENT: Neutral
SIZE: L (7 1/2' tall)
PSIONIC ABILITY: Nil Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VII/2,380
Copper golems can be created by non-good clerics of 14th-level or higher. The process requires the cleric to spend not less than one month praying and fashioning a figure set in copper, then employ bless (or curse if the caster is evil), chant, resist fire, commune, flame strike, and animate object. The entire process costs at least 50,000 gold pieces for materials alone.
The resulting copper golem appears to have skin of red-hot metal, and eyebrows, beard, and hair of flowing flames.
The copper golem will obey its master so long as the cleric keeps a copper talisman, which was made along with the golem, upon his person. The cleric must display the talisman openly to command the golem.
A copper golem attacks as a 9 hit die monster, inflicting 1/2 damage to fire-using creatures or double damage to cold-using creatures. Only +1 or better weapons can damage copper golems, and all non-fire using creatures within 10' must save vs. spells each round or take 1d8 points of damage from the heat unless magically protected from fire.
Magical cold slows the golem by 50% for 2-12 rounds, and a cloudburst inflicts 10 points of damage to a copper golem. Submersion in water will kill a copper golem in 5 rounds. Copper golems are as strong as flesh golems, and they can be healed by magical fire on a 1 hit point for 1 hit point basis like iron golems.
OAK GOLEM
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 5
MOVE: 9"
HIT DICE: 30 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-24
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (8' tall)
PSIONIC ABILITY: Nil Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VII/1,065
An oak golem may be created by a druid of 12th-level or higher. To do so, a figure of human likeness must first be carved from a recently fallen oak tree. The druid must cast shillelagh, barkskin, commune with nature, and finally liveoak. Then the druid must spend two weeks praying and polishing the figure with rare oils, after which the golem will animate. The rare oils, tools, and other materials cost a minimum of 25,000 gp.
The finished product resembles a large, finely carved wooden statue of human proportions. Its body is embellished with small, very sharp thorns. The oak golem attacks as a 9 hit die monster with its flailing, thorny fists. In addition to its normal attacks, it can cast entangle twice per day.
The oak golem will serve its druid creator faithfully, obeying simple commands or merely serving as a guard until some predetermined event takes place.
Magical fire slows the oak golem by 50% for 2-12 rounds. Warp wood will deliver 2-12 points of damage, while a plant growth will cure an oak golem of any damage it has sustained. Hold plant will cause it to be non-ambulatory for 1-4 rounds, and turn wood will cause it to move away from the druid at 1" for 2-8 rounds. Oak golems are harmed by magic weapons only.
They are equal in strength to flesh golems.
BRASS GOLEM
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 6
MOVE: 6"
HIT DICE: 50 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 3-18
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Non
ALIGNMENT: Neutral
SIZE: L (12' tall)
PSIONIC ABILITY: Nil Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: VIII/4,100
Any good-aligned magic-user of 14th-level or higher may construct a brass golem by crafting a large statue of brass and employing the following spells: enchant an item, continual light, protection from evil, and limited wish. The statue must be commissioned from a master craftsman for not less than 50,000 gp. Once it is completed, the process of preparation and enchantment requires at least two months to finish.
Upon its completion, the brass golem will appear as a large, handsome human figure with shining, brassy skin. Its dress is typically that of the Grecian epoch, and it constantly emits light equal to that of a light spell.
Brass golems never harm their creators, remaining faithful until destroyed. A brass golem attacks twice per round with a crude two-handed sword, striking as a 13 hit die monster. Whenever a hit is scored, small bursts of light equal to torchlight flash from the point of contact. Once every two rounds, the brass polem can increase its illumination so that it duplicates the sunburst effect of the wand of illumination, except that the golems sunburst affects only a 1" x 1" x 1" cube directly in front of it.
Weapons of +2 or greater enchantment are required to harm brass golems, and the only spell which can adversely affect one is continual darkness, which causes the golem to become rigid for one round, and negates its ability to produce the sunburst effect for 3 rounds. Note that a continual light spell will cure 4-40 points of damage sustained by the golem.
Brass golems are equal in strength to clay golems.
SHADOW GOLEM
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 6
MOVE: 9"
HIT DICE: 70 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 9-36
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Non
ALIGNMENT: Neutral
SIZE: L (16' tall)
PSIONIC ABILITY: Nil Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: IX/8750
Shadow golems can be constructed by illusionists of 14th-level or higher. The process entails the casting of the following spells into an specially-fashioned obsidian statue: continual darkness, summon shadow, shades, and alter reality. Construction of a shadow golem requires two months of time and 60,000 gp.
Shadow golems are slightly malevolent in their actions and will seek to twist the meaning of their masters wishes. Therefore, care must be used in giving instructions; simple commands (i.e. stop, go, kill, take, etc.) are far more likely to be carried out without incident than are complex chains of instructions.
When completed, a shadow golem appears as a huge human composed of dull black shadowy matter. Its eyes glow a wicked-looking red.
Shadow golems can be hit only by weapons of +3 or greater enchantment. Most spells do not affect them, but continual light inflicts 3-18 points of damage, and continual darkness repairs 1d6 points of damage to the golem per level of the caster. Note, however, that shadow golems avoid the light of the sun, for that will kill them after 3 rounds of continuous exposure.
In areas of shadow and darkness, shadow golems are virtually undetectable without magical aid, and they can surprise on 1-5 (ld6). They attack as 16+ hit die monsters, and each successful hit requires the victim to save vs. spells or lose 2 points of strength.
Any character whose strength is reduced to 0 in this manner becomes a shadow. Shadow golems are as strong as stone golems.
(From "Beware the New Golems" by Jeff Martin; Polyhedron Newszine Issue 30).