Golems (3.5e Race)
From D&D Wiki
Golems are magical beings built by powerful mages and given a semblance of life. While unable to communicate in any way, most golems make up for it with raw power or speed
Golems are stoic and tough, accepting what life has given them, which isn't much. They can be the staunchest of allies or the most tenacious of enemies. Despite being formed of inanimate objects and magic, they are generally good-hearted people.
Golems are magical beings formed of any solid inanimate object. They can stand well over nine feet tall, though rarely are, or stand as low as just above two feet tall. They are carved with intricate, magical designs, their faces are capable of little expression.
Golems are fairly passive, and get along with any race accepting of their kind. This includes most dwarves, trolls, gnomes, fallen and changelings.
Most golems are neutral.
Golems live mostly in catacombs near the treasure or among the dwarves.
Golems have no gods or deities.
Golems do not speak since they have no vocal cords. They are capable of speaking any language if they have proper magic imbued into their beings.
- +8 strength, -2 dexterity, +4 constitution, -6 wisdom, -6 charisma. Golems are strong and tough, depending on what they're made of, but are slow and have low personal skills.
- Construct (Living Construct).
- Small to Large.
- Golems are constructs with the living construct subtype. A living construct is a created being given sentience and rarely free will through powerful and complex creation enchantments. Golems are living constructs who combine aspects of both constructs and living creatures. They have the following features: Golems derives their Hit Dice, base attack bonus, saving throws, and skill points from the class it selects. Unlike other constructs, a golem has a constitution score, but does not have low-light vision or immunity to mind-affecting spells and abilities. Golems cannot heal lethal damage naturally. Golems are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects and necromancy effects. Golems can be affected by spells that target living creatures as well as by those that target constructs. A golem with 0 hit points is disabled, as with a living creature. He can take only a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a golem is inert. He is unconscious and helpless, and cannot perform any actions. An inert golem does not lose additional hit points unless more damage is dealt to him. Golems cannot be raised or resurrected unless the golemsmith that created it is capable of fixing it.
- Golem base land speed is 30 ft. but goes either up or down depending on the material they are made of.
- Darkvision 60 ft.
- Natural Armor: +4
- DR 5/magic.
- SR 11 + hd.
- Self-Repair (su): if a golem sits still and rests, they heal 1d10 damage per hour of non action.
- Immune to poison, massive damage, petrification, and inflict spells.
- Not effected by heal spells.
- Does not eat, breath, or sleep.
- Automatic Languages: None unless imbued with the proper magic. Bonus Languages: Any. (except secret languages).
- Favored Class: Fighter.
- Level Adjustment: +1