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Golem; Aelder

by Jamie Baty

SCMC
Large Construct
Hit Dice: 9d10+30 (79 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares) (can't run)
Armour Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +6/+14
Attack: Leg +9 melee (2d6 +4)
Full Attack: 2 Legs +9 melee (2d6 +4)
Space/Reach: 10 ft./5 ft. (10ft with the legs)
Special Attacks: Glassteel web
Special Qualities: Construct traits, Damage reduction 10/adamantine, darkvision 60ft., gaze immunity, low-light vision, near invisibility, spell-like abilities, spell immunities
Saves: Fort +3, Ref +8, Will +4
Abilities: Str 18, Dex 17, Con -, Int -, Wis 12, Cha 1
Skills: ---
Feats: Combat Reflexes, Dodge, Lightning Reflexes, Mobility
Environment: Any mountains
Organisation: Pair
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: -

The ee'aar build these glassteel golems for the express purpose of guarding sacred burial places up in the high mountains. Only ee'aar clerics can create them, and they are always constructed in pairs.
An aelder golem can be created in any of a dozen different forms including a spider, centaur, serpent, and gargoyle. The most common form chosen is a tall, slender spider. The eight segmented legs of this aelder rise 10 feet from the ground before slanting back down three feet to support the multifaceted body. The two forward legs end in pointed, serrated segments. Two spinnerets extend from the rear of the spider body.
Aelder communicate with the ee'aar through a series of shrieks and screeches translatable only by priests. Mythu'nn folk are allowed to hide in aelder webs from predators, so long as they do not try to venture farther into the burial site.

Combat
Aelder golems usually try to remain hidden until the right time to ambush intruders. When they attack, they try to hit their foes with their sharp front legs. They will first and foremost try to prevent further penetration into protected areas, so they will focus their attacks on creatures pushing forward, rather than those retreating out of the grounds.

Glassteel Web (Ex): An aelder golem can spin glassteel webs. These have one of two purposes: the first is a fine, brittle web that is practically invisible. If walked through, the web shatters, alerting all aelder golems within 500ft of the intruders.
The second purpose is to create a tough glassteel web for protection and cover. This creates a flat, vertical glassteel web, up to 100 sq ft in area and 1 inch thick. The golem can control the area and thickness of the web (thus it could make a 4" thick, 25sqft area web or a 10" thick, 10sqft area web). The web attaches itself into any surrounding non-living material if its area is sufficient to do so. The web must always be a flat plane, though the edges can be shaped to fit the space.
The tough glassteel web is transparent and requires a DC 20 Spot check to see (-1 per inch of thickness beyond 1").
Each 5-foot square of the web has 30 hit points per inch of thickness and hardness 10. A section of web whose hit points drop to 0 is breached. If a creature tries to break through the web with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.

Damage Reduction (Su): A aelder golem has damage reduction of 10/adamantine.

Gaze Immunity(Ex): An aelder golem is immune to all gaze attacks.

Near Invisibility (Ex): A creature can generally notice the presence of an active aelder golem within 30 feet with a DC 15 Spot check. The observer gains a hunch that "something's there" but can't see it or target it accurately with an attack. An aelder golem that is holding still is very hard to notice (DC 25). Spotting an aelder golem from beyond 30ft requires a DC 25 (+5 per 10ft beyond 30ft) Spot check.
In addition, an aelder golem benefits from partial concealment, and any attacks against it have a 25% chance of missing. Creatures with darkvision cannot see an aelder golem any better than a normal sighted creature.

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

Spell-like Abilities (Sp): 3/day: colour spray (DC 12), dancing lights (DC11), hypnotic pattern (DC13). The caster level is 10th, and the abilities are wisdom based.

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.

The Red Curse
Golems cannot gain Legacies, so they do not need cinnabryl.