HOME FAQ's VIEW ALL THUMBNAILS ABOUT DAVE MORE ART BY DAVE
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

ENERGY GOLEM
Created 1982, updated 1989

FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: 8"
HIT DICE: See below
% IN LAIR: nil
TREASURE TYPE: nil
NO. OF ATTACKS: 1
DAMAGE: 4-32
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Non-
ALIGNMENT: N
SIZE: M or L
PSIONIC ABILITY: nil
LEVEL/XP: VII / 15,000 + 16/hp

These golems are often mistaken by the uninitiated as mere Skeletons, but with a shimmering, luminescent glow. The construction requires any humanoid skeleton of a suitably large stature; the larger the better. Its base of 70 hit points is increased by 1 point for each inch taller than 6'2". Once a good sized frame is chosen, the following spells must be cast during its ten-week construction time, by Magic Users of 17th level or higher: WISH, ANIMATE DEAD, PERMANENCY, LIGHTNING BOLT (9-dice), and GEAS. Since an elaborate statue need not be designed or created, the total costs of construction are a relatively cheap 200gp per hit point, and it is for this reason sometimes called the "poor man's Golem."

The Energy Golem channels extra-elemental forces in the process of carrying out its simple, verbally programmed instructions. It can cast a 4-dice LIGHTNING BOLT three times per day, and is immune to COLD and FIRE attacks. ELECTRICAL attacks restore hit points rather than take them away!

The permanant stability of these steely, skeletal guardians enable it to actually have enough strength to cause structural damage at a rate of 2 points per three rounds.

Only magical weapons of +2 or better enchantment affect these horrid automatons, and sharp-edged weapons which do manage a blow will still only cause half normal damage.

*This is a fan site. Advanced D&D is a trademark of TSR.
This site is not affiliated with TSR. Otherwise it'd all be 3E, wouldn't it?

All artwork Copyright ©2002 David C. Lovelace