Sand Golem (awakened)
Disclaimer: This class requires "It's Hot Outside" (Sandstorm) to play.
Hit Die: d10
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +0 | +0 | +0 | +2 Strength, Sand Body, Stifle, Sand Walk |
2 | +1 | +0 | +0 | +0 | +1 Strength, Spell Resistance |
3 | +2 | +1 | +1 | +1 | +1 Strength, Brownout |
4 | +3 | +1 | +1 | +1 | +1 Strength, Growth |
5 | +3 | +1 | +1 | +1 | +1 Strength, Aura of Heat (Extreme) |
6 | +4 | +2 | +2 | +2 | +1 Strength, Immunity to Magic, Improved Brownout |
7 | +5 | +2 | +2 | +2 | +1 Strength, Sandstorm Form |
8 | +6 | +2 | +2 | +2 | +1 Strength, Growth |
9 | +6 | +3 | +3 | +3 | +1 Strength, Improved Stifle |
10 | +7 | +3 | +3 | +3 | +1 Strength, Salted Sand Fists |
11 | +8 | +3 | +3 | +3 | +1 Strength, Aura of Heat (Unearthly) |
12 | +9 | +4 | +4 | +4 | +1 Strength, Improved Brownout |
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.
Sand Body: The Sand 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 Sand Golem is a medium-sized construct with base speed 20 feet, and a burrow speed of 20' (that can only move through earth and sand). It has two slam attacks that deal 1d10+Strength Modifier damage each. The Sand Golem can attack with both slam attacks in a full attack without penalty. The Sand Golem gains a natural armor bonus equal to its 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)
Ability Score Increase (Ex): At first level, the Sand Golem gains +2 Strength, and +1 Strength at each other level, for a total of +13 Strength at twelfth level.
Stifle: Each time the Sand Golem strikes a creature, part of the sand that makes up its body flows into the creatures lungs. Each round a creature is struck by one of the Sand Golem's natural attacks, they must make a DC 10 Constitution check, +1 DC for each past check they have made. A creature may clear the sand from its lungs (which resets the DC to 10) as a full-round action that provokes attacks of opportunity. When the opponent fails a Constitution check, it begins to suffocate (see DMG p304). At ninth level, creatures inside the Sand Golem's
brownout ability must also make this check.
Sand Walk: At first level, a Sand Golem may move across sand (shallow or deep) and sand crusts without risking them breaking underneath it.
Spell Resistance: At second level, the Sand Golem gains SR 15+HD. The Sand Golem can raise or lower this resistance as a free action at any time, even if it isn't their turn.
Brownout: At third level, a cloud of dust surrounds the Sand Golem; any creature within 5' of the Sand Golem take a -2 on Dexterity- or vision-based skill checks. See page 16 of Sandstorm for more information on Brownouts and Sandstorms. At sixth level, the dust cloud that surrounds the Sand Golem grows thicker; any creature within 10' of the Sand Golem takes a -4 on Dexterity- or vision-based skill checks, and half of the skill penalty applies to all ranged attacks targeting a creature in the cloud or originating from within the cloud. At 12 and 18 HD, the penalty increases by -2, to a maximum of -8 at 18 HD. The Sand Golem can "shut off" this cloud with a free action on its turn, and restart it as a move action.
Growth: At fourth level, the Sand Golem becomes a large-sized creature, and gains DR/bludgeoning equal to its HD. At eighth level, the Sand Golem grows another size category (to Huge), and its DR improves to DR/adamantine and bludgeoning.
Aura of Heat: At fifth level, the Sand Golem begins to radiate heat. The temperature within ten feet of the elemental raises to Extreme Heat. The Sand Golem can suppress this effect at will. At eleventh level, the Sand Golem may choose for it to become Unearthly Heat. If all twelve levels of this class are taken, then at sixteen HD, they may also choose Burning Heat.
Immunity to Magic: At sixth level, the Sand Golem is immune to any effect that allows Spell Resistance, though some spells bypass this immunity to have different effects. An
earthquake cast directly on the Sand Golem deals 3d12 and prevents it from moving from that spot for one round. A
vitrify cast on the Sand Golem negates its DR and this feature for one round. A
blast of sand or
flaywind burst heals the Sand Golem for 1 point for each 3 points of damage it would have taken. A
fuse sand spell heals the Sand Golem of all damage. The Sand Golem may lower or raise this immunity as a free action, even if it is not the Sand Golem's turn.
Sandstorm Form: At seventh level, the Sand Golem can turn into a mobile sandstorm. This functions as the
whirlwind ability of the Air Elemental, and the Sand Golem gains a 20' (average) fly speed while in this form. In addition, any creature inside the sandstorm form of the Sand Golem must make a DC 10 + 1/2 HD + Str modifier Fortitude save or be dehydrated (see page 15 of Sandstorm). Any damage caused by the Sand Golem's sandstorm form to a dehydrated target can't be healed until the creature is no longer dehydrated.
Salted Sand Fists: At tenth level, the Sand Golem can choose whether to do normal damage with its natural attacks, or dessication damage. Whichever one the Sand Golem chooses, any target struck by a natural attack of the Sand Golem's must make a DC 10 + 1/2 HD + Str modifier Fortitude save, +2 DC for each natural attack after the first that hit during that round, or become dehydrated. Any damage caused by the Sand Golem's natural attacks to a dehydrated target cannot be healed until the creature is no longer dehydrated.
Dessicating Strike (Su): At twelfth level, once per day per four HD, the Sand Golem may duplicate
flesh to salt on a target struck with one of its natural attacks, except that the save is 10 + 1/2 HD + Str mod. In addition, the Sand Golem is now the incarnation of the burning thirst of creatures in the Wastes. Even constructs, undead, and other normally immune creatures may be dehydrated by its abilities, though they receive a +5 bonus on the save.