Wasp golem - what do you think?

randomling

First Post
Wasp Golem
Large Construct
Hit Dice: 11d10 (60HP)
Initiative: +2 (Dex)
Speed: 30ft (can’t run), Fly 40ft (average)
AC: 25 (-1 size, +2 Dex, +14 natural armour)
Attacks: 2 slams +14 melee
Damage: Slam 2d10+7
Face/Reach: 5ft by 5ft/10ft
Special Attacks: Buzz, engulf
Special Qualities: Construct, magic immunity, damage reduction 20/+1, gaseous form, improved grab
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 25, Dex 14, Con –, Int –, Wis 11, Cha 1

A wasp golem is a terrifying creature composed from thousands of ordinary wasps. Usually used by drow as guards, these creatures are tenacious in combat when disturbed. They usually guard entrances as an inoffensive-looking group of wasps, but gather into their golem shape when disturbed.

Combat
Wasp golems are formidable in combat, liking to engulf creatures and sting them to death.
Buzz (Ex.): Any creature coming within 30ft of a wasp golem must succeed at a Will save (DC 18) or become fearful for 6 round, suffering a –2 morale penalty to attacks and saves.
Improved Grab: To use this ability, the wasp golem must hit with its slam attack. If it gets a hold, it can engulf.
Engulf: If the wasp golem succeeds at a grapple check, it draws its victim into its body. Each round it is grappled, an engulfed creature must make a Fortitude save (DC 18) or be poisoned, taking 1d6 Dex damage.
Gaseous Form: As a standard action, a wasp golem can appear to disperse into a harmless cloud of wasps. While in this form, the wasp golem cannot attack, but can move at its Fly speed of 40ft. It can alter its shape (for instance to move through cracks in walls), and can therefore pass through any space big enough for a single wasp.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Magic Immunity: Wasp golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. Any fire spell (though not mundane fire) causes the golem to disperse for 2 rounds, becoming harmless for that duration.
 

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Ooh, I like it!

What about its CR? I'd guess maybe about 11...?

One thing, improved grab is usually listed as a special attack. Also, do you do the secondary stat blocks (treasure, advancement, etc) or if I want to steal this for the adventure I'm working on should I make my own...? :)
 


Cool! That's the most bizarre construct I've seen in a while. What happens when all the wasps die or lose their stingers? I guess it shouldn't be too expensive to construct, since it will probably have a lifespan of less than a year.
 


OK, secondary stat block:

CR: Not sure. It was more than a match for 3 8th-level characters, so maybe 9 or 10?
Treasure: None.
Terrain: Any underground.
Organization: Solitary or squad (2-6)
Advancement: Oh, I can't remember the max HD for Large and Huge constructs, but they can be Large or Huge.

Anything I missed?

Oh - a few additions:

Engulf: The wasp golem can hold one Large or Medium creature, or two Small or smaller creatures, at one time. It cannot hold a creature of Huge or larger size.
Magic Immunity: Repel Vermin causes the wasp golem to break its engulf attack on any living creature. The wasp golem gets no saving throw against either of these effects.

Bean, it's largely based on the Clay Golem. I'm intending to post my Blood Golem at some point too (plus more details on how these things are created... they are divine, not arcane).

Geocorona - I guess the wasps are kept alive magically for a certain period of time by the spells used to create the golem. But yeah, a lifespan of about a year would be about right. Wasps don't lose their stingers when they sting like bees do (though their venom does run out after a few tries).

And thanks, Jester!

Later! *wave*
 

About the CR: I'd go with 10; it's at least as tough to beat as a clay golem, and with its mobility due to flight, the easy 'stay back and shoot it' approach doesn't work too well.
 

The new version of the wasp golem:

Wasp Golem
Large Construct
Hit Dice: 11d10 (60HP)
Initiative: +2 (Dex)
Speed: 30ft (can’t run), Fly 40ft (average)
AC: 25 (-1 size, +2 Dex, +14 natural armour)
Attacks: 2 slams +14 melee
Damage: Slam 2d10+7
Face/Reach: 5ft by 5ft/10ft
Special Attacks: Buzz, engulf
Special Qualities: Construct, magic immunity, damage reduction 20/+1, gaseous form, improved grab
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 25, Dex 14, Con –, Int –, Wis 11, Cha 1

A wasp golem is a terrifying creature composed from thousands of ordinary wasps. Usually used by drow as guards, these creatures are tenacious in combat when disturbed. They usually guard entrances as an inoffensive-looking group of wasps, but gather into their golem shape when disturbed.

Combat
Wasp golems are formidable in combat, liking to engulf creatures and sting them to death.
Buzz (Ex.): Any creature coming within 30ft of a wasp golem must succeed at a Will save (DC 18) or become fearful for 6 round, suffering a –2 morale penalty to attacks and saves.
Improved Grab: To use this ability, the wasp golem must hit with its slam attack. If it gets a hold, it can engulf.
Engulf: If the wasp golem succeeds at a grapple check, it draws its victim into its body. Each round it is grappled, an engulfed creature must make a Fortitude save (DC 18) or be poisoned, taking 1d6 Dex damage. The wasp golem can hold one Large or Medium creature, or two Small or smaller creatures, at one time. It cannot hold a creature of Huge or larger size.
Gaseous Form: As a standard action, a wasp golem can appear to disperse into a harmless cloud of wasps. While in this form, the wasp golem cannot attack, but can move at its Fly speed of 40ft. It can alter its shape (for instance to move through cracks in walls), and can therefore pass through any space big enough for a single wasp.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Magic Immunity: Wasp golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. Any fire spell (though not mundane fire) causes the golem to disperse for 2 rounds, becoming harmless for that duration. Repel Vermin causes the wasp golem to break its engulf attack on any held creature. The wasp golem gets no saving throw against either of these effects.

Challenge Rating: 10 (?)
Organization: Solitary or squad (2-6)
Terrain: Any underground
Alignment: Always neutral
Advancement: 12-?? HD (Large) ??-?? HD (Huge)

Anyone have the MM2 on them to tell me what the max HDs for Large and Huge constructs are?

Any ideas on other susceptibilities it might have to magical effects? And should it be immune to any kind of damage?
 


blackshirt5 said:
This is a bit disturbing. I love it, can I steal it for my campaign?

Go right ahead! Glad you like it! :D

Its basis in my campaign is that the drow worship a goddess who loves wasps rather than spiders.

Now, a spider golem could be interesting too... We need an evil grin smiley!
 

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