Shade
Monster Junkie
Golem, Statue that Walks
http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-43.html
Golem, Statue that Walks
Huge Construct
Hit Dice: 22d10+40 (161 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 26 (–2 size, –1 Dex, +19 natural), touch 7, flat-footed 26
Base Attack/Grapple: +16/+34
Attack: Slam +13 melee (4d8+10)
Full Attack: 2 slams +13 melee (4d8+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Double damage against objects
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision, repair structure
Saves: Fort +7, Ref +6, Will +7
Abilities: Str 31, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 23–42 (Huge)
Level Adjustment: —
This massive stone statue begins to move of its own volition, heading toward a nearby building.
Statues that walk are specialized stone golems designed to maintain and repair buildings.
The statues that walk were originally built as caretakers by a long-dead race. Knowing that they faced extinction from a series of plagues, the ancient race built the statues to maintain the glory of their monuments and buildings and tear down anything that would detract from them. Many of the ancient structures have long since sunk beneath the earth, but the statues know where they should be. They would move entire hills or rip apart towns to unearth a buried monument. If the original structure cannot be recovered, the statue becomes rigid and awaits new orders.
A statue that walks will repair any other constructs assigned to the care or protection of its building.
A statue that walks is 18 feet tall and weighs around 22,000 pounds.
COMBAT
A statue that walks has little interest in battle, but will attack any creature openly harming a building under its care. If a statue that walks encounters any new, unauthorized structures in the proximity of its assigned buildings, it batters the foreign structure to rubble.
Double Damage against Objects (Ex): A statue that walks that makes a full attack against an object or structure deals double damage.
Immunity to Magic (Ex): A statue that walks 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.
A transmute rock to mud spell slows a statue that walks (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.
A statue that walks is affected normally by any symbol, glyph of warding or sepia snake sigil spell. Furthermore, any of these spells can be inscribed upon the golem as if it were a surface. If the golem is moving or resisting the inscription, the spellcaster must succeed at a touch attack on each round of the spell's casting time (minimum 1 touch attack) to trace the spell out on the golem. If any inscription touch attack misses, the spell fails. If the inscription succeeds, the statue that walks then attempts a Will save (DC equals spell's DC); on a successful save the inscribed spell dissipates harmlessly, if the golem fails its save it is rendered immobile and helpless until the symbol, glyph or sigil is discharged.
Repair Structure (Su): A statue that walks can magically maintain or rebuild a building or other structure, molding stone or wood as if they were putty (treat as the stone shape or wood shape spells). It can smooth damaged sections back to their original condition, or form raw materials into new parts for a structure that is partially destroyed. For every hour the statue spends repairing a structure it can repair 100 hit points of damage. A statue that walks can use repair structure to heal the damage of another wooden or stone golem, including other statues that that walks. It can not heal any other kind of golem or living creatures that have been petrified, nor can it fix a wood or stone golem that has been destroyed.
Construction
A statue that walk's body is chiseled from a single block of hard stone, such as granite, weighing at least 33,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.
CL 14th; Craft Construct, antimagic field, geas/quest, stone shape, symbol of stunning, wood shape, caster must be at least 14th level; Price 125,000 gp; Cost 65,000 gp + 4,800 XP.
In the Realms
Statues that walk are found in the Prefecture of Gheldaneth. The ancient race that created them was wiped out by plague centuries ago, but left the statues to maintain the glory of these structures and tear down anything that would detract from them. Most have been immobilized by glyphs of warding placed on them by the lizard folk who occupied their lands.
The secret of creating statues that walk has been long forgotten. Anyone wishing to create one must first discover the necessary information by succeeding at a DC 35 Knowledge (arcana), a DC 35 Gather Information check, or a DC 30 bardic knowledge check.
Originally appeared in FR6 - Dreams of the Red Wizards (1988).
http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-43.html
Golem, Statue that Walks
Huge Construct
Hit Dice: 22d10+40 (161 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 26 (–2 size, –1 Dex, +19 natural), touch 7, flat-footed 26
Base Attack/Grapple: +16/+34
Attack: Slam +13 melee (4d8+10)
Full Attack: 2 slams +13 melee (4d8+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Double damage against objects
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision, repair structure
Saves: Fort +7, Ref +6, Will +7
Abilities: Str 31, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 23–42 (Huge)
Level Adjustment: —
This massive stone statue begins to move of its own volition, heading toward a nearby building.
Statues that walk are specialized stone golems designed to maintain and repair buildings.
The statues that walk were originally built as caretakers by a long-dead race. Knowing that they faced extinction from a series of plagues, the ancient race built the statues to maintain the glory of their monuments and buildings and tear down anything that would detract from them. Many of the ancient structures have long since sunk beneath the earth, but the statues know where they should be. They would move entire hills or rip apart towns to unearth a buried monument. If the original structure cannot be recovered, the statue becomes rigid and awaits new orders.
A statue that walks will repair any other constructs assigned to the care or protection of its building.
A statue that walks is 18 feet tall and weighs around 22,000 pounds.
COMBAT
A statue that walks has little interest in battle, but will attack any creature openly harming a building under its care. If a statue that walks encounters any new, unauthorized structures in the proximity of its assigned buildings, it batters the foreign structure to rubble.
Double Damage against Objects (Ex): A statue that walks that makes a full attack against an object or structure deals double damage.
Immunity to Magic (Ex): A statue that walks 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.
A transmute rock to mud spell slows a statue that walks (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.
A statue that walks is affected normally by any symbol, glyph of warding or sepia snake sigil spell. Furthermore, any of these spells can be inscribed upon the golem as if it were a surface. If the golem is moving or resisting the inscription, the spellcaster must succeed at a touch attack on each round of the spell's casting time (minimum 1 touch attack) to trace the spell out on the golem. If any inscription touch attack misses, the spell fails. If the inscription succeeds, the statue that walks then attempts a Will save (DC equals spell's DC); on a successful save the inscribed spell dissipates harmlessly, if the golem fails its save it is rendered immobile and helpless until the symbol, glyph or sigil is discharged.
Repair Structure (Su): A statue that walks can magically maintain or rebuild a building or other structure, molding stone or wood as if they were putty (treat as the stone shape or wood shape spells). It can smooth damaged sections back to their original condition, or form raw materials into new parts for a structure that is partially destroyed. For every hour the statue spends repairing a structure it can repair 100 hit points of damage. A statue that walks can use repair structure to heal the damage of another wooden or stone golem, including other statues that that walks. It can not heal any other kind of golem or living creatures that have been petrified, nor can it fix a wood or stone golem that has been destroyed.
Construction
A statue that walk's body is chiseled from a single block of hard stone, such as granite, weighing at least 33,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.
CL 14th; Craft Construct, antimagic field, geas/quest, stone shape, symbol of stunning, wood shape, caster must be at least 14th level; Price 125,000 gp; Cost 65,000 gp + 4,800 XP.
In the Realms
Statues that walk are found in the Prefecture of Gheldaneth. The ancient race that created them was wiped out by plague centuries ago, but left the statues to maintain the glory of these structures and tear down anything that would detract from them. Most have been immobilized by glyphs of warding placed on them by the lizard folk who occupied their lands.
The secret of creating statues that walk has been long forgotten. Anyone wishing to create one must first discover the necessary information by succeeding at a DC 35 Knowledge (arcana), a DC 35 Gather Information check, or a DC 30 bardic knowledge check.
Originally appeared in FR6 - Dreams of the Red Wizards (1988).
Last edited: