These golems are found in the Wilde Isles and are believed to have been made by the green elves that once occupied this region. Golems are built as sentries to guard particular spots or items and have a trigger system that activates them. They generally follow a set "program" while active.
Abilities:
Attribute improvement: This ability sets your SNK score to a minimum of -2.
You are immune to being frightened, frenzied, charmed, and allured.
Attribute improvement: This ability sets your INT score to a minimum of -2.
You gain Improved Strength and Melee Damage Boost. In addition, you are no longer suffer the consequences of cumbersome items.
Attribute improvement: This ability sets your STR score to a minimum of 3.
You instantly regain all hit dice and mana dice, revive, heal once for each of your hit dice, and revitalize once for each of your mana dice. This does not consume any hit dice or mana dice.
Your natural armor is unbreachable.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
At the start of each of your turns, you heal and regain that many HP. This does not consume your hit die. If you were dead due to HP loss, this brings you back to life. If you take fire damage, this effect doesn't apply on your next turn. You only die due to HP loss if you start your turn without successfully regenerating HP.
Attribute improvement: This ability sets your SNK score to a minimum of -2.
You are immune to being frightened, frenzied, charmed, and allured.
Attribute improvement: This ability sets your INT score to a minimum of -2.
You gain Improved Strength and Melee Damage Boost. In addition, you are no longer suffer the consequences of cumbersome items.
Attribute improvement: This ability sets your STR score to a minimum of 3.
Trigger: Another creatures spends 1 or more MP into you. This triggers automatically. You cannot choose to not use it if you are able to.
You instantly regain all hit dice and mana dice, revive, heal once for each of your hit dice, and revitalize once for each of your mana dice. This does not consume any hit dice or mana dice.
Your natural armor is unbreachable.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Limitation: In salt water only.
At the start of each of your turns, you heal and regain that many HP. This does not consume your hit die. If you were dead due to HP loss, this brings you back to life. If you take fire damage, this effect doesn't apply on your next turn. You only die due to HP loss if you start your turn without successfully regenerating HP.
Body Parts:
1Normal (5 feet)
1Normal (5 feet)
0Self
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Foot | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Small | Body parts |
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Hand | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Handy, Prehensile, Small | Body parts |
| Name | Base Damage | Attack Penalty | Piercing | Range | AV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Reinforced Plating | 0 | -3 | Self | 4 | 0 lb. | -3 | Armor, Body parts |