The Sand Golem

Aleolus

First Post
OK, here's a creature I just came up with while figuring out something else. It's a golem, made entirely out of sand. What do you all think?

Sand Golem
Medium Construct
Hit Dice: 10d10+20 (75 hp)
Initiative:+0
Speed: 20 feet
AC: 23 (+0 dex, +13 natural) touch 10, Flat footed 23
Base Attack/Grapple: +7/+12
Attack: Slam +12 melee (1d4+5)
Full Attack: 2 slams +12 melee (1d4+5)
Space/Reach: 5 ft/5 ft
Special Attacks: Engulf
Special Qualities: Construct traits, Damage Reduction 10/bludgeoning, Darkvision 60 feet, Immunity to magic, Low-Light vision, Regenerative
Saves Fort +3, Ref +3, Will +4
Abilities: Str 20, Dex 10, Con -, Int -, Wis 13, Cha 1
Skills-
Feats-
Environment: Any
Organization:
Alignment: Always neutral
Advancement: 10-12 HD (medium), 13-20 (large)

Sand golems are magically created creatures who can assume any humanoid form the creator desires, though they are always at least medium size, regardless of the form they are emulating, and are clearly made of sand, unless magically disguised.

Combat
Sand golems are a threatening opponent, despite the fact that they lack the size of other types of golems. Calmer than many, they possess enough strength to take down more than their share of foes, and their regenerative ability makes them difficult to put down.
Sand golems do not have the "Berserk" quality possessed by most golems.
Engulf: When a Sand Golem succeeds on a full attack action, it may attempt a grapple as a free action, without provoking attacks of opportunity. If it's grapple check succeeds, then it begins to pull its opponent into itself, dealing 2d6 crushing damage every round, and forcing its victim to make the usual saves against suffocation
Regenerative: As a full-round action, a Sand Golem may bring any sand or fine soil to their bodies, allowing them to regrow any severed limbs, and regain 1d6 hp. All limbs are regrown after the first round, and they continue to regain 1d6 hit points for every round that they do nothing but gather sand.
By adding Haste to the spells cast to animate the golem, and adding 50 pounds of sand to the amount required, the time required to start this ability is reduced to a standard action.
In addition, while in an environment where sand is the prevalent ground type (such as a beach or desert), a Sand Golem automatically gains Fast Healing 1, or Fast Healing 3 if created in conjunction with a Haste spell.
Immunity to magic: Sand golems are immune to all magic, except as noted below.
Dousing a Sand Golem with a minimum of 4 gallons of water, magically created or otherwise, slows the Sand Golem, as the spell, for 1d6 rounds. Any spell that deals fire damage removes any slow effect on a Sand Golem, and adds 1d6 fire damage to their slam attack for 1d4 rounds. A Dispel Magic or similar spell causes the Sand Golem to collapse into a pile of inert sand for as long as the effect lasts and 1d4 rounds afterwards. While a pile of sand, they are considered prone, helpless, and stunned, while their damage reduction changes from DR 10/bludgeoning to DR 20/-.
Vulnerability: Whenever a Sand Golem takes damage from a nonmagical Acid attack, it takes an additional 50% damage.

Construction
Sand golems are possibly the easiest golem to create. The only materials you need to create one is at least 200 pounds of sand. No crafting of it is required, as once animated, the golem rises up and forms itself out of the sand.
CL 10; Craft Construct, Animate Objects, Haste (optional), Caster must be at least 10th level, and must expend 3000 XP.
 
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I'm not sure what the CR for them should be though, I'm thinking 8 or 9. Definitely higher than the Flesh Golem, because, while they don't have any special attacks, they can regain full Hp in just a few rounds.
 

But then again, if I understood correctly his regeneration works only if he doesn't do anything else in a given round. That is guite big drawback. Needs some playtesting to determine good CR. Probably between 7-10, so I agree with you on that.
 

OK, over on the Gleemax forum, someone commented that it seemed more like a Homunculous, as a servant, rather than combat, and suggested I give it a special attack. I decided to try it out, and added it in up above.
 

not quite sure why fire spells would haste it - i'd almost go the other way and say it melts / turns into glass so effectively slowed. Water / Cold spells could haste it as it 'flows' faster?

maybe have sonic be the attack of choice though, i'd imagine a blown away effect with shout though it could just force it to spend a few rounds pulling itself together....

i'm also not sure about the DR / Slashing - if you visualise it as flowing around weapons then maybe DR / Fire might be more appropriate?

nice concept for a monster and definitley something i might yoink - hope you take the above as construct-ive criticism.....
 

Good point on the haste/slow part, I swapped that around. As for the DR, I was thinking along the lines that their body seems to be semi-liquid in nature, and as such, bludgeoning weapons impact them with little effect, while slashing weapons can get through and knock their material out easily.

Oh, and the reason I put stuff up here is to get it more balanced and working better mechanically, so that anyone who wants to can use it. So don't worry about taking them and using them in your campaigns, go right ahead!
 


Some quick thoughts on it:

-DR should be bypassed by bludgeoning, since that's what displaces the most material. Slashing is nearly as bad as piercing against sand.

-Cold spells shouldn't haste it, or do anything else. Water can haste it well enough (assuming it doesn't turn to a thick, silty mud) but I say let strong winds (magical or otherwise) have that effect.

-Keep the healing action, but also give them an automatic regeneration of 1/round when in a sandy environment.

-Having a granular form means lots of surface area, and increased vulnerability to acid. Let it take extra damage from acid, but keep it immune to acid spells

-The effect of dispel is way too severe, even with the increased DR. Try reducing the duration to just one round, or 1d3 at the most. The reasoning is some kinds of attacks will still tear him up, so it's better to keep dispelling as a temporary defensive option.
 


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