Author Topic: Sand Golem  (Read 8710 times)

Offline Gazzien

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Sand Golem
« on: February 26, 2014, 05:01:59 PM »
Sand Golem (awakened)


Disclaimer: This class requires "It's Hot Outside" (Sandstorm) to play.

Hit Die: d10
LevelBABFortRefWillFeature
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. Ablast 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.
« Last Edit: April 09, 2014, 01:08:59 PM by Gazzien »

Offline oslecamo

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Re: Sand Golem
« Reply #1 on: February 26, 2014, 05:21:38 PM »
You realize that wotc currently has basically all of their 3.5 book images freely available online in galleries, right?
(click to show/hide)

At first glance:
-Stifle deals damage equal to all your natural attacks? That's basically auto-kill at low levels, and could get pretty insane if you multiclass into something that grants you a bunch of extra natural attacks. Are you sure it's not supposed to be just damage equal to one of their Slams?
-Brownout is terrible for your allies. Also probably scales too fast, you're rendering dragons helpless at 15th level or so. Should scale a bit slower, probably cap at -8 Dex, which is still pretty nasty.
-Immunity to Magic "prevents it from moving from that sport for one round". So, the Sand Golem can't change from tennis to football? :p
-Salted Sand Fists scaling checks back how far? If you hit somebody last year, do you still get an extra DC if you meet them again? No way of reseting it?

Seems quite nice otherwise, funny how I never noticed this one in Sandstorm before.

Offline Gazzien

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Re: Sand Golem
« Reply #2 on: February 26, 2014, 06:33:57 PM »
You realize that wotc currently has basically all of their 3.5 book images freely available online in galleries, right?
(click to show/hide)

At first glance:
-Stifle deals damage equal to all your natural attacks? That's basically auto-kill at low levels, and could get pretty insane if you multiclass into something that grants you a bunch of extra natural attacks. Are you sure it's not supposed to be just damage equal to one of their Slams?
-Brownout is terrible for your allies. Also probably scales too fast, you're rendering dragons helpless at 15th level or so. Should scale a bit slower, probably cap at -8 Dex, which is still pretty nasty.
-Immunity to Magic "prevents it from moving from that sport for one round". So, the Sand Golem can't change from tennis to football? :p
-Salted Sand Fists scaling checks back how far? If you hit somebody last year, do you still get an extra DC if you meet them again? No way of reseting it?

Seems quite nice otherwise, funny how I never noticed this one in Sandstorm before.
I couldn't access WoTC while I was out. :P
-Clarified. It's supposed to trigger when one of your natural attacks hits.
-Slowed down scaling, removed area scaling, capped penalty. Notice that it only applies to skills, and half to ranged attacks.
-Corrected.
-Changed, only checks during that round.

Offline Threadnaught

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Re: Sand Golem
« Reply #3 on: February 26, 2014, 07:35:44 PM »
You realize that wotc currently has basically all of their 3.5 book images freely available online in galleries, right?
(click to show/hide)

Drat, I was just about to link that.

Quote
Seems quite nice otherwise, funny how I never noticed this one in Sandstorm before.

Yeah Golems aren't placed in the usual spot in that book for some reason, it's under S for Sand (182), rather than G for Golem. Between Saguaro Sentinel (Classed) and Sand Hunter (183).
Swarms are also listed based on the creature they're composed of, rather than the Swarm type. Those creatures are Scarab Swarm, Death (184) and Scorpion Swarm (185).

Weirdly, Werecrocodile (167) is under Lycanthrope in L. So it's not all mixed up, it is pretty bad for placement though.
And the random tables in Sandstorm and Frostburn, in Sandstorm it lists MM1 creatures in the tables, with MM2 and FF creatures in a substitution table. In Frostburn, it lists MM2 and FF creatures in the random tables, with MM1 creatures in the substitution list.

Offline oslecamo

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Re: Sand Golem
« Reply #4 on: March 04, 2014, 08:05:25 AM »
-Why does it gain +2 Str at 7th level?
-Probably should be able to "shut down" the brownout when it wants, like with the aura of heat.
-Could use some immunity piercing for the heat and dessication abilities, otherwise won't do much against other constructs or undeads.

Offline Gazzien

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Re: Sand Golem
« Reply #5 on: March 04, 2014, 09:45:30 AM »
-Why does it gain +2 Str at 7th level?
-Probably should be able to "shut down" the brownout when it wants, like with the aura of heat.
-Could use some immunity piercing for the heat and dessication abilities, otherwise won't do much against other constructs or undeads.
-Because I wanted it to have an even bonus at the end, and 7th was halfway through. I'll correct it when I have computer (not phone) access.
-Valid, will fix.
-Add onto the level 12 ability, "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." I don't need an exception for the heat, because constructs and undead are not naturally immune to it at the levels the Sand Golem creates.

Offline Gazzien

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Re: Sand Golem
« Reply #6 on: April 08, 2014, 04:07:16 PM »
Finally got back to this and finished it.

Offline Raineh Daze

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Re: Sand Golem
« Reply #7 on: April 08, 2014, 04:16:14 PM »
So, it can dehydrate a dry lich? @_@

Offline Gazzien

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Re: Sand Golem
« Reply #8 on: April 08, 2014, 07:01:32 PM »
So, it can dehydrate a dry lich? @_@
I don't make the rules, I just work here. (Actually, I did for this one. Shh.)

-shrug- Common sense is broken by Osc's classes bypassing immunities. But yes, they can dehydrate anything.

Offline Raineh Daze

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Re: Sand Golem
« Reply #9 on: April 08, 2014, 07:05:10 PM »
So, it can dehydrate a dry lich? @_@
I don't make the rules, I just work here. (Actually, I did for this one. Shh.)

-shrug- Common sense is broken by Osc's classes bypassing immunities. But yes, they can dehydrate anything.

I just find that more baffling than they even get normally. It's bypassing resistance of something that is specifically created by doing it... :lmao

Offline oslecamo

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Re: Sand Golem
« Reply #10 on: April 08, 2014, 07:16:49 PM »
So, it can dehydrate a dry lich? @_@
I don't make the rules, I just work here. (Actually, I did for this one. Shh.)

-shrug- Common sense is broken by Osc's classes bypassing immunities. But yes, they can dehydrate anything.

Because dead dehydrated bodies moving with a mind of their own while telling entropy to go screw itself makes perfect sense, right? :rolleyes

There is dry, and there is dry. The fact that the dry lich's body doesn't crumble into dust when someone blows too hard at it means it still has some moisture inside, and thus the sand golem can remove it.

Anyway, I have no further critiques, so adding it to the index.

Offline Raineh Daze

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Re: Sand Golem
« Reply #11 on: April 08, 2014, 07:21:07 PM »
So, it can dehydrate a dry lich? @_@
I don't make the rules, I just work here. (Actually, I did for this one. Shh.)

-shrug- Common sense is broken by Osc's classes bypassing immunities. But yes, they can dehydrate anything.

Because dead dehydrated bodies moving with a mind of their own while telling entropy to go screw itself makes perfect sense, right? :rolleyes

There is dry, and there is dry. The fact that the dry lich's body doesn't crumble into dust when someone blows too hard at it means it still has some moisture inside, and thus the sand golem can remove it.

Anyway, I have no further critiques, so adding it to the index.

'Because dead dehydrated bodies moving with a mind of their own while telling entropy to go screw itself makes perfect sense, right? :rolleyes'

Logic is dead here.

This is jut more bizarre than normal. : D

Offline Daedroth

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Re: Sand Golem
« Reply #12 on: April 09, 2014, 10:58:26 AM »
Quote
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. At ninth level, creatures inside the Sand Golem's brownout ability must also make this check.

And what happens if they fail? Nothing?
Now I've lost it, I know I can kill. The truth exists beyond the Gate!

Offline Gazzien

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Re: Sand Golem
« Reply #13 on: April 09, 2014, 01:08:35 PM »
Quote
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. At ninth level, creatures inside the Sand Golem's brownout ability must also make this check.

And what happens if they fail? Nothing?
... Wow. Cannot believe I didn't finish that. Thank you.

"When the opponent fails a Constitution check, it begins to suffocate (see DMG p304)."

Offline Threadnaught

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Re: Sand Golem
« Reply #14 on: April 11, 2014, 07:24:30 AM »
There is dry, and there is dry. The fact that the dry lich's body doesn't crumble into dust when someone blows too hard at it means it still has some moisture inside, and thus the sand golem can remove it.

Umm, a Dry Lich dissolves if they come into contact with water. They're held together by the magic of their own salty dryness.