Plant Golem

Small, but fierce, constructs, plant golems make excellent guardians. It is said that they were originally created by a druid to eternally guard a vast treasure, and somewhere along the way he sold the secret to a wizard. The secret has spread since then and now the knowledge is fairly common in the mage community. While they are weaker than most golems, druids find them useful because they are entirely natural and are extremely cheap to construct.

Physically, plant golems appear as a humanoid mesh of leaves, vines and other plants. They move swiftly and skillfully and are particularly efficient, even for constructs. Plant golems take the simplest path to complete any task and spend as little time on an opponent as possible. Unless ordered otherwise, plant golems try to incapacitate their target first and then either kill them once the battle is over, or bring the helpless creatures to its master.

Medium Construct
Hit Dice: 5d10+20 (43)
Initiative: +7
Speed: 30 ft
Armor Class: 17 (+3 dex, +4 natural)
Base Attack/Grapple: +3/+6
Attack: Slam +6/+2
Damage: Slam (1d6+1d6 slashing+poison)
Space/Reach: 5ft/5ft
Special Attacks: Poison, Poison Spores, Sneak Attack +2d6
Special Qualities: Damage Reduction 5/Adamantine, Construct Traits
Saves: Fort+3, Ref+4, Will+3
Abilities: Str 16, Dex 17, Con-, Int 10, Wis 10, Cha 1
Skills: Move Silently +11, Hide +11, Survival +8
Feats: Track
Environment: Any
Organization: Solitary or Gang (3-7)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

Poison: Injury, fortitude DC 13, initial and secondary damage unconsciousness.

Poison Spores: Once per a day, as a full round action, a plant golem may release a cloud of poison spores. The cloud fills a circle with a twenty foot radius surrounding the plant golem. This is an inhaled poison, fortitude save DC 13, initial and secondary damage 2d6 con.

Sneak Attack +2d6: As the rogue ability.

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