Welcome again to From the Workshop, where we showcase a bevy of new magic items, monsters and even alternate class features. This week I decided to create two new golem templates, which either emulate or benefit undead. So, first off, we have the energy vampire template, followed by the phylactery guardian template.
Energy Vampire
This golem is covered in arcane runes and glyphs. Arcane arrays lead from its hands to the power stone in the golem’s chest.
Energy vampires are golems that are modified and specialized in order to better combat other constructs. They possess the ability to drain a construct of the magical energies that animate it.
Creating an energy vampire
“Energy vampire” is an inherited template that can be added to any golem during its construction. Energy vampires have the same statistics as the base golem, but with the following additional special qualities.
Challenge Rating: An energy vampire's CR is equal to the base golem's CR + 2.
Defensive Abilities: An energy vampire gains fast healing 5.
Speed: An energy vampire’s land speed increases by 10 feet.
Melee: An energy vampire's slam attacks also causes construct drain (see below). Its natural weapons are treated as adamantine and magic for the purpose of overcoming damage reduction.
Special Attacks: An energy vampire gains the following special attacks.
Arcane Destruction (Su): When an energy vampire is reduced to 0 or fewer hit points, it explodes in a shower of shrapnel and magical energy. All creatures within a 10-foot burst take 1d6 points of slashing damage per hit dice the construct possesses plus 1d4+1 points of force damage per two hit dice the construct possesses (minimum 1d4+1)—a successful Reflex save (DC 10 + 1/2 the construct’s hit dice + the construct’s Constitution modifier) results in half damage.
Drain Construct (Su): This attack saps a construct opponent’s vital energy and happens automatically when the energy vampire's slam (or other natural weapon) hits. Each successful construct drain bestows two negative levels (these negative levels effect constructs even though they are normally immune to negative levels). If an attack that includes construct drain scores a critical hit, it bestows twice the listed number of negative levels. The energy vampire gains 5 temporary hit points and removes one of its own negative levels for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + the energy vampire’s racial HD; constructs automatically succeed on this Fortitude save). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes. A separate saving throw is required for each negative level. This ability only triggers once per round, regardless of the number of attacks an energy vampire makes.
Special Qualities: An energy vampire gains the following:
Detect Construct (Su): An energy vampire can constantly detect constructs; this functions as the spell detect construct*.
*The detect construct spell can be found in Advanced Arcana. Alternately, this ability functions as the spell detect undead, except it detects creatures of the construct type instead of the undead type.
Construction
An energy vampire's base materials cost an additional 20,000 gp above the base golem's cost. The creature's master may assemble the body or hire someone else to do the job. The Craft check required to make the body is 4 higher than normal for the base golem's kind. The magical components for the golem also cost an additional 20,000 gp. After the body is sculpted, the energy vampire is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist's laboratory and costing 500 gp to establish. If the creator is personally constructing the creature's body, the building and the ritual can be performed together. The creator must have a minimum caster level of 2 higher than the base golem's minimum required caster level. In addition, the following spells are added to the base golem's requirements: detect construct and either dispel magic or greater dispel magic.
Phylactery Guardian
This golem is designed to serve as a lich’s phylactery and as a temporary body for the lich while its body reforms.
Phylactery guardians are an enhanced version of shield guardians, designed to also serve as their master’s phylactery. As part of the process of creating a phylactery guardian, a lich’s phylactery is installed into the golem’s body. It is permanently bonded to the owner of that phylactery, and treats that creature as its master.
Creating a phylactery guardian
“Phylactery guardian” is an inherited template that can be added to any golem during its construction. Phylactery guardians have the same statistics as the base golem, but with the following additional special qualities.
Challenge Rating: A phylactery guardian's CR is equal to the base golem's CR + 4.
Defensive Abilities: A phylactery guardian’s damage deduction increases by 5 points and it can now only be bypassed by weapons that are good and bludgeoning in addition to the previous damage types. A phylactery guardian also gains fast healing 10. A phylactery guardian also gains the following ability:
Negative Energy Conduit (Su): Negative energy (such as an inflict spell) can heal phylactery guardians.
Weaknesses: Phylactery guardians are affected by positive energy (such as a cure spell) in the same way it affects undead and, as such, are harmed by positive energy.
Melee: A phylactery guardian’s natural weapons are treated as evil-aligned and magic for the purpose of overcoming damage reduction.
Special Attacks: A phylactery guardian gains the following special attacks:
Channel Master (Su): A phylactery guardian that is using its temporary shell special ability can channel its master’s paralyzing touch special attack through its slam attacks. This ability only triggers once per round, regardless of the number of attacks a phylactery guardian makes.
Improved Spell Storing (Sp): A phylactery guardian can store a number of spells that are cast into it by another creature; one spell of 5th level or lower and one spell of 4th level or lower. It “casts” these spells when commanded to do so or when a predefined situation arises. Once these spells are used, the phylactery guardian can store other spells (or the same spells again).
Special Qualities: A phylactery guardian gains the following special qualities:
Controlled (Ex): A phylactery guardian that has the berserk special attack cannot go berserk as long as its master is within 30 feet, or as long as it is using its temporary shell special ability.
Find Master (Su): As long as a phylactery guardian and its master are on the same plane, the phylactery guardian can locate its master’s precise location.
Guard (Ex): If ordered to do so, a phylactery guardian moves to defend its master. All attacks against its master take a –2 penalty when the phylactery guardian is adjacent to its master.
Lich’s Phylactery (Su): A phylactery guardian serves as and contains a lich’s phylactery. The destruction of the phylactery guardian doesn’t guarantee the phylactery’s destruction; the phylactery must be destroyed separately. If the phylactery guardian is completely disintegrated, the phylactery has a 50% chance of being disintegrated with the guardian.
Shield Other (Sp): The phylactery guardian’s master can activate this defensive ability as a standard action if within 100 feet of the phylactery guardian. Just as the spell of the same name, this ability transfers to the phylactery guardian half the damage that would be dealt to its master (note that this ability does not provide the spell's AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the golem possesses.
Temporary Shell (Su): The lich whose phylactery is at the core of the phylactery guardian can use the guardian as a temporary body after the lich has been destroyed, while he is waiting for his body to be reformed with his rejuvenation ability. This functions as the spell magic jar, except that it functions on the phylactery guardian even though it is a construct, it does not require a “jar,” as the phylactery guardian has no spirit to displace, it lasts until the lich’s body is restored with its rejuvenation ability, it has no range, and the lich cannot “die” as a result of using this ability.While the lich is using the guardian as a temporary body he is capable of speaking, as well as casting and preparing spells (albeit with 25% arcane spell failure due to the rigid movements of the golem body). If the lich’s phylactery is destroyed while it inhabits the phylactery guardian’s body, the lich is still destroyed as normal.
Ability Scores: Str +4, Dex +4.
Feats: Phylactery guardians gain Toughness as a bonus feat.
Construction
A phylactery guardian's base materials cost an additional 70,000 gp above the base golem's cost. The creature's master may assemble the body or hire someone else to do the job. The Craft check required to make the body is 6 higher than normal for the base golem's kind. The lich’s phylactery (120,000 gp for the phylactery) is needed for the construction of the phylactery guardian and the magical ritual needed to install the phylactery inside the guardian costs an additional 30,000 gp. After the body is sculpted, the phylactery guardian is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist's laboratory and costing 1,000 gp to establish. If the creator is personally constructing the creature's body, the building and the ritual can be performed together. The creator must have a minimum caster level of 4 higher than the base golem's minimum required caster level. In addition, the following spells are added to the base golem's requirements: create undead, discern location, magic mouth, secret chest, and either shield or shield other.