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Golem, Amber

by Travis Laney

Large Construct

Hit Dice: 10d10+30 (80 hp)
Initiative: +2
Speed: 40'
Armor Class: 21 (-1 size, +2 Dex, +10 natural)
Base Attack/Grapple: +7/+18
Attack: Claw +13 melee (2d6+7)
Full Attack: 2 claws +13 melee (2d6+7) and 1 bite +7 melee (2d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 25, Dex 15, Con --, Int --, Wis 12, Cha 6
Skills: Hide +6, Move Silently +6, Survival +9*
Feats: Track (B)
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Neutral
Advancement: 10-15 HD (Large), 16-25 HD (Huge)
Level Adjustment: --

A golem is a powerful, enchanted monster, created and animated by a high-level spellcaster. Golems can be made of almost any material. Amber golems are made from the hardened resin of certain plants.

Amber golems resemble giant cats, usually lions or tigers. They are faultless trackers and can detect invisible creatures within 60'.2


Amber golems attack by surprise whenever possible, leaping onto unsuspecting foes from behind.

Immunity to Magic (Ex): an amber golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

An anti-plant shell spell slows an amber golem (as the slow spell) for 2d6 rounds, with no saving throw.

A plant growth spell heals all of an amber golem's lost hit points.

A blight spell negates an amber golem's damage reduction and immunity to magic for 1 full round.

Improved Grab (Ex): to use this ability, the amber golem must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If an amber golem charges, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +13 melee, damage 2d6+3.

*Skills: Amber golems have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus to Survival checks made to track an opponent.


An amber golem's body must be sculpted from a large quantity of hardened plant resin weighing at least 1,000 pounds, and treated with rare oils and powders worth 1,500 gp. Creating the body requires a DC 15 Craft [sculpting] check.

CL 11th, Craft Construct, animate plants, reincarnation, caster must be at least 11th level; price 40,000 gp; cost 21,500 gp + 1,540 XP.

The amber golem first appeared in the Dungeons & Dragons Expert Rulebook, by Gary Gygax and Dave Arneson (1983).

This 3.5 Edition conversion is (c) 2007 by Travis Laney

1.    Cook, D., 1983. The Master of the Desert Nomads. Random House, Inc.

2.    Gygax, G. and Arneson, D., 1983. Dungeons & Dragons Expert Rulebook. Random House, Inc.

3.    Allston, A. 1991. Rules Cyclopedia. Random House, Inc.