VoidPointer
13th December 2005, 05:56 AM
The Arsenic Monster, or Candle Golem
Type: Large, Huge, or Gargantuan Construct [Fire]
Hit Dice: 6d10+30, 11d10+40, 16d10+60
Initiative: +0, -1, -1
Speed: 40 ft. + 10 ft./size above Large. Huge or larger golems cannot run or charge.
AC: 18, 20, 22
Base Attack Bonus: +4, +5, +6
Attack: --
Special Attack: Flaming Fist (+9 (+13 grapple), +12 (+20 grapple), +14 (+26 grapple))
Full Attack: 2 Flaming Fists
Space/Reach: 5x5/10 ft., 10x10/10ft., 15x15/15ft.
Special Abilities: Construct traits, Low-Light Vision, Darkvision 60 ft., DR 10/any non-bludgeoning, immune to fire, 50% vulnerability to cold
Saves:
Fort: +2
Ref: +2, +1, +1
Will: +2
Abilities:
STR: 20, 28, 36
DEX: 10, 8, 8
CON: --
INT: --
WIS: 10
CHA: 1
Skills: --
Feats: --
Environment: Any
Organization: Usually solitary, unless created in a group
Challenge Rating: 5, 7, 9
Treasure: None
Alignment: Always neutral
Advancement: Special
Level Adjustment: --
Appearance: The Candle Golem is a large humanoid mass of burning wax. Some creators attempt to imbue them with a certain look, but this is pointless. The flame melts any distinguishing features, and conceals them in any case.
The construct is incapable of speech or understanding any language.
Creation: To create a Candle Golem, a massive quantity (below) of wax must be sculpted into a humanoid shape. The head is hollowed out, and a roll of parchment is placed in, and the head is sealed around it. The golem's operating instructions are on the parchment. Once the golem is activated, these instructions cannot be changed. They can be fairly complex (e.g. "Guard this hallway and do not allow anyone without one of these badges through the door", with a badge placed next to the parchment). The golem is then set aflame. This causes it to come alive and begin following the instructions in its head. The golem remains fully functional for 8 days, then decreases by one size category as it is slowly consumed by flame. After 8 days as a Large golem, the golem's chem burns up, and the golem collapses into a puddle of burning wax. If the golem is killed, this happens anyway.
If a golem is completely immersed in water, it deactivates, but may be re-lit after it is pulled out. Its chem may be changed at this time. If any portion of the golem remains above water, the flame remains lit, and will spread back to the rest of the golem when it exits the water. However, if the water is above its knees, the golem will move at half speed while in the water (and cannot run regardless of size).
Amount of wax required (tons): 1, 3, 7
Flaming Fist: The golem's strikes act as a Slam, dealing (1d10, 2d8, 4d6) damage, half bludgeoning and half fire. It leaves behind a lump of burning wax, dealing 1d6 damage per round up to 5 rounds, or until wiped off (a move-equivalent action).
Notes on instructions: These instructions should be as specific and concise as possible. They can theoretically be of great complexity, but any conflict in the instructions will cause the golem to go mad, acting randomly, and usually violently. Any ambiguity will cause the golem to act randomly within the parameters of the instruction ("Follow the first person you see upon activating," if there are multiple people in the golem's field of view, will cause the golem to either follow a random person, change between people continually, or attempt to follw them all at the same time, adopting a "middle ground" between them. It will not, however, cause the golem to go mad or disobey. It would not begin arranging flowers.). The player should word the chem very carefully. The golem does not desire to disobey, but is infinitely stupid, and does not have a sense of the intent behind the words of the chem beside their literal meaning.
Art Brought Forth the Candle: Optionally, at an additional cost of (2400, 3600, 4800) GP, the creator may mix arsenic into the golem, causing anyone within a 60 foot radius of the golem to have to make a Fortitude save (DC 19, higher because it is being breathed), every round or suffer from arsenic poisoning (Primary damage 1 Con, secondary 1d8 Con). Add 1 to the golem's Challenge Rating.
Type: Large, Huge, or Gargantuan Construct [Fire]
Hit Dice: 6d10+30, 11d10+40, 16d10+60
Initiative: +0, -1, -1
Speed: 40 ft. + 10 ft./size above Large. Huge or larger golems cannot run or charge.
AC: 18, 20, 22
Base Attack Bonus: +4, +5, +6
Attack: --
Special Attack: Flaming Fist (+9 (+13 grapple), +12 (+20 grapple), +14 (+26 grapple))
Full Attack: 2 Flaming Fists
Space/Reach: 5x5/10 ft., 10x10/10ft., 15x15/15ft.
Special Abilities: Construct traits, Low-Light Vision, Darkvision 60 ft., DR 10/any non-bludgeoning, immune to fire, 50% vulnerability to cold
Saves:
Fort: +2
Ref: +2, +1, +1
Will: +2
Abilities:
STR: 20, 28, 36
DEX: 10, 8, 8
CON: --
INT: --
WIS: 10
CHA: 1
Skills: --
Feats: --
Environment: Any
Organization: Usually solitary, unless created in a group
Challenge Rating: 5, 7, 9
Treasure: None
Alignment: Always neutral
Advancement: Special
Level Adjustment: --
Appearance: The Candle Golem is a large humanoid mass of burning wax. Some creators attempt to imbue them with a certain look, but this is pointless. The flame melts any distinguishing features, and conceals them in any case.
The construct is incapable of speech or understanding any language.
Creation: To create a Candle Golem, a massive quantity (below) of wax must be sculpted into a humanoid shape. The head is hollowed out, and a roll of parchment is placed in, and the head is sealed around it. The golem's operating instructions are on the parchment. Once the golem is activated, these instructions cannot be changed. They can be fairly complex (e.g. "Guard this hallway and do not allow anyone without one of these badges through the door", with a badge placed next to the parchment). The golem is then set aflame. This causes it to come alive and begin following the instructions in its head. The golem remains fully functional for 8 days, then decreases by one size category as it is slowly consumed by flame. After 8 days as a Large golem, the golem's chem burns up, and the golem collapses into a puddle of burning wax. If the golem is killed, this happens anyway.
If a golem is completely immersed in water, it deactivates, but may be re-lit after it is pulled out. Its chem may be changed at this time. If any portion of the golem remains above water, the flame remains lit, and will spread back to the rest of the golem when it exits the water. However, if the water is above its knees, the golem will move at half speed while in the water (and cannot run regardless of size).
Amount of wax required (tons): 1, 3, 7
Flaming Fist: The golem's strikes act as a Slam, dealing (1d10, 2d8, 4d6) damage, half bludgeoning and half fire. It leaves behind a lump of burning wax, dealing 1d6 damage per round up to 5 rounds, or until wiped off (a move-equivalent action).
Notes on instructions: These instructions should be as specific and concise as possible. They can theoretically be of great complexity, but any conflict in the instructions will cause the golem to go mad, acting randomly, and usually violently. Any ambiguity will cause the golem to act randomly within the parameters of the instruction ("Follow the first person you see upon activating," if there are multiple people in the golem's field of view, will cause the golem to either follow a random person, change between people continually, or attempt to follw them all at the same time, adopting a "middle ground" between them. It will not, however, cause the golem to go mad or disobey. It would not begin arranging flowers.). The player should word the chem very carefully. The golem does not desire to disobey, but is infinitely stupid, and does not have a sense of the intent behind the words of the chem beside their literal meaning.
Art Brought Forth the Candle: Optionally, at an additional cost of (2400, 3600, 4800) GP, the creator may mix arsenic into the golem, causing anyone within a 60 foot radius of the golem to have to make a Fortitude save (DC 19, higher because it is being breathed), every round or suffer from arsenic poisoning (Primary damage 1 Con, secondary 1d8 Con). Add 1 to the golem's Challenge Rating.