Welcome again to From the Workshop, where we showcase a bevy of new magic items, monsters, and even alternate class features. This week I’ve created a new and power golem that’s made up of several elder elementals (cue mad-scientist laughter). This golem is a truly frightening guardian for any wizard.
Golem, Elemental (CR 15)
The creature standing before you appears vaguely humanoid, though its body is made up of a swirling mass of air, earth, fire, and water.
XP 25,600
N Huge construct (air, earth, elemental, fire, water)
Init +6; Senses darkvision 60 ft, low-light vision; Perception +0
DEFENSE
AC 28, touch 14, flat-footed 22 (+6 Dex, +14 natural, –2 size)
hp 150 (20d10+40)
Fort +6, Ref +12, Will +6
DR 10/—; Immune construct traits, elemental traits, fire, magic
Weaknesses vulnerability to cold
OFFENSE
Speed 60 ft, burrow 20 ft, earth glide, fly 100 ft, swim 90 ft
Melee 2 slams +28 (2d10+10 plus burn)
Space 15 ft; Reach 15 ft
Special Attacks berserk, burn (2d10, DC 20), drench, vortex/whirlwind (DC 30)
STATISTICS
Str 30, Dex 23, Con —, Int —, Wis 11, Cha 1
Base Atk +20; CMB +32; CMD 48
SPECIAL ABILITIES
Berserk (Ex): When an elemental golem enters combat, there is a cumulative 4% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature (or smashing some object smaller than itself if no creature is within reach), then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem's berserk chance to 0%.
Burn (Ex): An elemental golem deals 2d10 fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save (DC 20) or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn in the Pathfinder Bestiary for more details.
Earth Glide (Ex): A burrowing elemental golem can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing elemental golem flings the golem back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Immunity to Magic (Ex): An elemental golem is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.
Construction
An elemental golem's body is created by condensing the essence of four different kinds of elder elementals. The process requires a complex magical array and intricate circles of planar bindings. The materials cost 50,000 gp
CL 18th; Price 250,000 gp
Requirements Craft Construct, geas/quest, limited wish, planar binding, polymorph any object, creator must be caster level 18th; Skill Craft (sculptures) DC 21; Cost 150,000 gp.