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Golem; Glassine Horror

by Jamie Baty

Large Construct
Hit Dice: 8d10+30 (74 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 20 ft. (4 squares) (can't run)
Armour Class: 18 (-1 size, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +6/+14
Attack: Slam +9 melee (2d10 +4)
Full Attack: Slam +9 melee (2d10 +4)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Cloud of whirling sand, dazzle
Special Qualities: Construct traits, darkvision 60ft., gem healing, low-light vision, spell immunities, slabform, spell-like abilities
Saves: Fort +2, Ref +2, Will +4
Abilities: Str 18, Dex 10, Con -, Int 10, Wis 14, Cha 7
Skills: Hide +3 (+11), Listen +12, Spot +11
Feats: Alertness, Improved Initiative, Power Attack
Environment: Any land
Organisation: Solitary, Pair, or Company (2-5)
Challenge Rating: 5
Treasure: Standard
Alignment: Always lawful neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

Another construct of the ee'aar, the glassine horror was an attempt by ee'aar wizards to design a more intelligent golem. They succeeded only too well; the higher Intelligence brought with it a more independent spirit, including an inherent desire for self-preservation.
Glassine horrors are roughly-shaped humanoid figures, approximately 15 feet tall and constructed of a scintillating, gem-like material, light glistening off the facets. It also has to other forms, the first, from which it takes its name, is a sheet of crystalline substance. In this inactive state, it rests across a window or doorway until needed or until a trespasser is detected. The second is a whirling cloud of glistening sand.
Glassine horrors, if commanded by the wizard who created them, are encountered in groups of 1d6 golems. However, most are encountered singly, far from the ee'aar lands. A glassine horror whose master dies is considered a free entity, usually leaving the vicinity. These creatures enjoy working as guards and will serve loyally for the price of a few gems. A glassine horror will adopt a new master with the same guidelines as before: It will not let itself be destroyed, and it expects to be rewarded.

Glassine horrors are usually in slabform when on duty. Once an opponent has been assessed, it will switch to its normal form or to the cloud of whirling sand. It never fights to its destruction, fleeing if it ever falls below 10% of its starting hit points.

Cloud of Whirling Sand (Su): A glassine horror can assume the form of a whirling cloud of glistening sand at will. This cloud can move at a speed of 90ft but cannot rise more than five feet above any surface. Any creature caught within this 100 cubic-foot cloud takes 2d8 points of damage and must make a successful saving throw vs. spell or be blinded for 2d4 turns.
The cloud is 10 feet wide at the base, 10 feet wide at the top, and 10 feet tall.
The glassine horror's movement while in cloud form does not provoke attacks of opportunity, even if the horror enters the space another creature occupies.
Creatures caught in the cloud suffer 2d8 damage each round they are in the cloud. An affected creature must also succeed on a Reflex save vs DC 18 (Str based) when it comes into contact with the cloud or be blinded for 2d4x10 rounds.
Creatures in the cloud can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
A glassine horror's cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
A glassine horror in whirling sand form cannot make slam attacks and does not threaten the area around it.

Dazzle (Ex): Any creature within 10ft of the glassine horror must make a Will save vs DC 15 (Cha based, +3 racial bonus) or be dazzled. Dazzled foes take a -1 penalty on attack rolls, Search checks, and Spot checks.

Gem Healing (Ex): Glassine horrors may heal them themselves by absorbing gems. Gems heal 1 hit point per 50 gp of their worth.

Spell Immunities (Ex): A glassine horror is immune to any spell or spell-like ability that is based on light (or its absence) and to all electrical attacks. In addition, certain spells and effects function differently against the creature, as noted below. A shatter spell affects the glassine horror as if it were a crystalline creature.

Slabform (Su): At will, a glassine horror may assume the form of a slab of glass, 50 to 100sqft in size, 1 to 6in. thick. In this form it receives a +8 racial bonus to all Hide checks, cannot move, and cannot attack.

Spell-like Abilities (Sp): At will: Light, Polymorph Any Object*, Sunbeam. Caster level is 16th and wisdom based. *Targets only non-living items and can only transform items into crystal versions of themselves

Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.