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Obviously the various underwater spellcasters in a campaign should have their own array of golems. Coral is an obvious material for them to use, and a great ambush predator for uderwater encounters.

Golem, Coral

by Cab Davidson

Stat Golem, Coral*
AC: 4
HD: 12*
Movement Rate: 90’ (30’)
Attacks: 1 sword
Damage: 3d6 + paralysis
Number Appearing: 1 (1)
Save As: F6
Morale: 12
Treasure Type: Nil
Intelligence: 4
Alignment: Neutral
XP Value: 2125

Coral golems are created by aquatic races as servants or guardians much as other golems are created on land. They are typically tall, heavy, lumbering coral constructions covered in live polyps, wielding massive, polyp encrusted coral swords that are integral to one of their arms. They are capable of movement on land or in the water, but on land the polyps that give their sword attack its special effect (see below) retract, and the sword only inflicts normal damage.

When attacking foes around coral reefs they can almost seamlessly blend in to their surroundings, surprising foes on a 1-5 on 1d6. Their sword attack causes 3d6 damage, and all foes not immune to poison or must make a save vs. spells or be paralyzed for 2d6 turns due to the stinging effect of their polyps.

Coral golems share the same immunity to poison, sleep, charm and hold spells, as well as gaseous attacks, as other golems. They are also immune to cold based attacks and petrification, and can only be struck with magical weapons