Golem, Jimmy's Guardian (Lesser)
| Statistic | Value |
|---|---|
| Climate/Terrain | Any |
| Frequency | Unique |
| Organization | Solitary |
| Activity Cycle | Any |
| Diet | Diet |
| Intelligence | None |
| Treasure | Nil |
| Alignment | Neutral |
| No. of Appearing | 1 |
| Armor Class | 1 |
| Move | 12 |
| Hit Dice | 24 (130 hit points) |
| THAC0 | -3 |
| No. of Attacks | 1-3 (see below) |
| Damage/Attack | 5d12 + special |
| Special Attacks | See below |
| Special Defenses | See below |
| Magic Resistance | Nil |
| Size | H (15' tall) |
| Moral | Fearless (20) |
| XP Value | 22,000 |
Description
No-one knows how this golem was created or what from. However, amongst the most legendary of rich and well-known clientele, the following information is scattered:
The monstrosity is a mindless greater golem standing 15 foot tall and weighing in excess of 8000 pounds. Its features are surprisingly realistic, possibly making it confusable with a giant from a surprisingly close range. Though its glowing red eyes do set it apart. Unless adventures have come across a "Lightning Golem" in their adventures, they will be surprised by the speed of the golem.
It contains no vocals, but can speak a three word phrase which it prattles off to any moving abject within 30 feet. It appears to use its head functions (smell, noise, sight), though whether it does so, and if it does, the what for, is not known.
All the golems movements are smooth, sure, practised and effortless, making hardly any sound when it moves. But unless the floor is made of solid foundations, its tremours can be heard from afar.
Combat
Incapable of tactics unless directly commanded, the golem pounds its opponent(s) with its fists (and possibly feet too). It is pretty much the same as other greater golems, except for:
It has Strength 23 with respect to lifting/breaking etc. It is immune to all weapons except for those of +4 enchantment or better. Magical attacks have 'interesting' effects on the golem:
- Lightning/Electricity: Speeds up the golem, increasing its number of attacks per round. Initially it is at 1 attack per round, but each such attack increases its attacks by 1 every 2 for as many rounds as hit dice.
- Fire/Heat: Causes the golem to radiate light in a pinky-red fiery aura - causing a further 2d6 heat damage per succesful hit by the golem (i.e., becomes 5d12 + 2d6). Also the golem regenerates 2 hit points per hit die.
- Ice/Cold: Inflicts 1 hit point of damage to the golem and "slows" it for 2 rounds. Also, strangely, it provides the golem with an extra breath qeapon attack; which it uses at the first oppertunity.
All other spells are ignored - have no effect.
Its breath weapon can be used once every 4 rounds (unless as above). It consists of a freezing cold poisonous cloud covering a 20 foot cube ahead. It inflicts 4d6 cold damage to meleeing opponents, unless a save vs. poison is made, which they take half damage. Also all within 20' must save vs. breath weapon is made they are slowed for 1d4+2 rounds.