Ice Golem (awakened)
Hit Die: d10
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +0 | +2 Strength, Ice Body, Improved Grab, Icewalking, Cold Subtype |
2 | +1 | +0 | +0 | +0 | +1 Strength, Spell Resistance |
3 | +2 | +1 | +1 | +1 | +1 Strength, Ice Shards |
4 | +3 | +1 | +1 | +1 | +1 Strength, Growth |
5 | +3 | +1 | +1 | +1 | +1 Strength, Ice Spells |
6 | +4 | +2 | +2 | +2 | +1 Strength, Immunity to Magic, Improved Ice Shards |
7 | +5 | +2 | +2 | +2 | +1 Strength, Improved Ice Spells |
8 | +6 | +2 | +2 | +2 | +1 Strength, Greater Ice Shards, Runecarved Ice |
9 | +6 | +3 | +3 | +3 | +1 Strength, Greater Ice Spells |
Skills: 2+Intelligence modifier per level, quadruple at first level. No class skills.
Weapon and Armor Proficiency: An Ice Golem is proficient with its own natural weapons.
Ice Body: The Ice Golem loses all other racial bonuses and becomes a construct, with all of the accompanying traits except for the additional HP.
- No Constitution score.
- Low-light vision.
- Darkvision out to 60 feet.
- 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.
- Cannot heal damage on their own, but often can be repaired by certain spells. The DM may also allow the construct to be repaired with the use of the right skills with the right tools. A construct with the fast healing special quality still benefits from this quality.
- 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 except for limited wish, wish and miracle. The first makes the construct lose a level, the other two don't.
- However, it can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials, which make it lose a level.
The Ice Golem is a medium-sized construct with base speed 20 feet. It has two slam attacks that deal 1d10+Strength Modifier damage each. The Ice Golem can attack with both slam attacks in a full attack without penalty. The Ice Golem gains a natural armor bonus equal to 2+Strength Modifier. Finally, it gains +1 HP per HD, retroactively increasing by 1 for each 5 HD the Ice Golem has. (+2 HP/HD at 5th, +3 HP/HD at 10th, etc)
Cold Subtype (Ex): The Ice Golem has the (Cold) subtype, granting it immunity to cold damage, but vulnerability to fire (takes +50% damage, regardless of whether or not a save is made, or even if the save succeeds).
Improved Grab (Ex): To use this ability, the Ice Golem must hit a creature its size or smaller with its Slam attack. It can then attempt to start a grapple as a free action without preventing attacks of opportunity. At 7th level, the Ice Golem ignores
Freedom of Movement and similar effects on targets it attempts to grapple. If all 9 Ice Golem levels are taken, then at 11 HD, targets grappled by the Ice Golem are affected as if by
Dimensional Anchor. Furthermore, at six HD, the Ice Golem can use this ability on creatures one size larger than themself, and grapple things two sizes larger. If all nine levels of this class are taken, then this ability improves by one size every 6 HD after (grab two sizes larger and grapple three sizes larger at 12 HD, grab three sizes larger and grapple four sizes larger at 18HD, etc).
Icewalking (Ex): This ability functions like the
spider climb spell, but applies to all icy surfaces. An Ice Golem can move normally on an icy surface.
Ability Score Increase (Ex): At first level, the Ice Golem gains +2 Strength, and +1 Strength at each level after, for a total of +10 Strength at ninth level.
Spell Resistance (Ex): At second level, the Ice Golem gains Spell Resistance 15+HD. The Ice Golem can lower or raise this spell resistance as a free action at any time, even if it isn't the Ice Golem's turn.
Ice Shards (Su): At third level, as a free action every 1d4+1 rounds, the Ice Golem can generate a spray of deadly ice shards from its body, dealing 2d4 points of piercing damage and 1d4 points of cold damage to every creature within 10 feet. At sixth level, living creatures in the area must make a Fortitude save (DC 10 + 1/2 HD + Strength Modifier), or be blinded for 1d4 rounds. At eighth level, damage increases to 1d6 piercing for every 4 HD the Ice Golem has, and 1d6 cold damage for every 8 HD the Ice Golem has.
Growth (Ex): At fourth level, the Ice Golem becomes a large-sized creature. It also gains DR/Adamantine equal to one-half its HD.
Ice Spells (Sp): At fifth level, the Ice Golem begins to be able to create ice effects. It can use
Ice Storm as a spell-like ability twice per day. At seventh level, it can use
Ice Storm four times per day, and
Wall of Ice twice per day. At ninth level, it can use
Ice Storm six times per day,
Wall of Ice four times per day, and
Freezing Fog twice per day. All of the spells function at a Caster Level equal to the Ice Golem's HD, and the Ice Golem gains an additional use of each ability per day for each 2 HD it has after 9 HD. The DC's for these abilities are 10+1/2 HD+Wisdom modifier.
Immunity to Magic (Ex): After sixth level, an Ice Golem is immune to any spell or ability that allows spell resistance. In addition, certain spells and effects function differently against the Ice Golem, as noted below. Fire spells and effects bypass this immunity, even if they would allow Spell Resistance (which they still must bypass). Any magical attack that deals cold damage instead heals the Ice Golem for 1 point for each 3 points of damage such an attack would normally deal. If this would heal the Ice Golem above its maximum HP, it gains the excess as temporary HP. The Ice Golem can still raise or lower this immunity as a free action even if it is not the Ice Golem's turn.
Runecarved Ice (Ex): At eighth level, the Ice Golem's DR/adamantine increases to it's HD, the Ice Golem can use one of its spell-like abilities and make a grapple check as a full-round action, and no longer provokes attacks of opportunity for using its spell-like abilities.
[Designer's Note: Not sure what else to give the golem, and it looks fairly strong to me. Though I'm also a really, really bad hand at balance. Comments would be appreciated.]