Spiderweb Golem
Spiderweb Golem
Large Construct
Hit Dice: 2d8+2 (11 hp)
Speed: 0 Feet
Armor Class: 8 (-5 Dex, +3 Natural, touch 5, flat-footed 8
Base Attack/Grapple: +1/-4
Attack: See Spawn
Full Attack: See Spawn
Space/Reach: 5 foot/0 foot
Special Attacks: Flaming spines, Smoke, See Also Spawn
Special Qualities:
Saves: Fort +4, Will -4
Abilities: Int 5, Wisdom 13, Con 13, CHA 1
Feats: Craft Construct, Craft Wondrous Item, Craft Magic Arms and Armor
Environment: Deserts, Chaparral
Organization: Solitary or patch
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: N/A
A tangled mass of dirty cobwebs littered with dead insects and debris formed into a roughly humanoid shape with eight legs shambles towards you. Tiny spiders as bright as coals scuttle across the strands.
Spiderweb Golems seem to formed from densely packed and tangled spiderwebs. Bits of debris, dead insects, and desiccated animals hang from the strands or are vaguely visible as shrouded forms. The golem is most often encountered in a humanoid shape, but it can take nearly any form.
Tiny spiders ranging in size from ¼ inch to 1 inch in length scurry through the dense mats. Each spider is vividly-hued in colors ranging from red to yellow to blue and green.
The Spiderweb Golem has spider-like fangs in its mouth with pedipalps underneath them. Ruby, sapphire or diamonds glow in its eye sockets. The golem has no external ears or nose.
Combat: Compared to the other golems, Spiderweb Golems are weak and fragile. They lack any kind of enhanced weaponry.
Each Spiderweb golem is accompanied by 12-18 tiny spiders with glowing jewel eyes. The companion spiders are each capable of independent movement as well as working together with its siblings. The companion spiders have the tremorsense, Web and web sling abilities of the Spiderweb golem. They also have a bite which can range from irritating to poisonous.
Spiderweb Golems are repaired by the diligent efforts of their companion spiders. The companion spiders add their silk to the golem’s body constantly, fixing gaps and tears, eating insects or animals that trap themselves in the webbing, and occasionally removing bits of debris.
If killed, the companion spider’s body turns to ash. Several days later a lump will form in the Spiderweb Golem that hatches into a baby spider several days later. The new spider grows quickly to its adult size.
Craft Construct: (Prerequisites: Craft Magic Arms, Craft Wondrous Item)
A creature with this feat can create any construct whose prerequisites it meets. Enchanting a construct takes one day for each 1,000 gp in its market price. To enchant a construct, a spellcaster must spend 1/25 the item’s price in XP and use up raw materials costing half of this price (see individual construct monster entries for details).
A creature with this feat can repair constructs that have taken damage. In one day of work, the creature can repair up to 20 points of damage by expending 50 gp per point of damage repaired.
A newly created construct has average hit points for its Hit Dice. Spiderweb Golems use this to reform new companion spiders.
Spell-like Abilities: The Spiderweb Golem has complete control over its companion spiders as if they were under a dominate animal spell at all times. It can use its dominate animal ability on spiders and spider-like creatures. It gains a +4 bonus when using this ability on purely arachnid creatures.
Tremorsense (Ex): This golem can move across any webs at the same speed as climbing. It can pinpoint the location of any creature touching its webbing or on the web it is on. It can also pinpoint the location of any creature within 60 feet that is touching the ground.
Unravel (Sp):
When unraveled the golem suffers -4 to Strength but becomes more agile (+3). Unraveling also allows the golem to slip through very narrow cracks (anything a thread can slide through), and allows it to re-form to fit in unusual spots.
Web (Ex): Spiderweb Golems can lower themselves on a strand of silk either unraveled from their body or shot out from their spinnerets. Each strand of webbing is strong enough to support the weight of the golem and one other creature or object of roughly the same mass.
This golem can throw a web up to 10 times a day. This is similar to an attack with a net but has a maximum range of 50 feet with a range increment of 10 feet, and is effective against targets up to one size category larger than the golem.
An entangled creature can escape with a successful Escape Artist check or burst through it with a Strength check. Both are standard actions whose DCs are given table below. The check DCs are Constitution-based and the Strength check DC includes a +4 racial bonus.
Size Escape Artist DC Break DC Hit Points
Tiny 10 14 2
Small 10 14 4
Medium 12 16 6
Large 13 17 12
Huge 16 20 14
Gargantuan 20 24 16
Colossal 28 32 18
These golems often create sheets of sticky webbing from 5-60 feet square. Each sheet is positioned to ensnare flying creatures but can also be used to snare creatures below the golem. Approaching creatures must succeed on a DC 20 spot check to notice a web; otherwise they stumble into it and become trapped as if caught by a successful web attack.
Attempts to break or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5 foot section has the hit points given on the table above, and sheet webs have damage reduction 5/-.
Spiderweb Golems can also construct webs with a diameter of approximately 5 times their height to entrap and ensnare creatures (DC 20 Spot check to avoid). They can climb on their webs as if they were a monstrous spider.
Web Sling (Sp): A Spiderweb Golem can fling round balls of webbing at an object or opponent. These balls can explode outward it entrap or ensnare, attach themselves to an object before unrolling into rope-like strands of silk, or remain hard to be used as weapons.
Skills: These golems have a +4 bonus on Hide and Spot checks, and a +8 bonus on Climb checks. It can choose a 10 on Climb checks even if rushed or threatened. They use either their Strength or Dexterity modifier for Climb checks, whichever is higher. On Jump checks the golems have a +10 bonus.
Construction: Spiderweb Golems require the sacrifice of a spider of at least Huge size along with twice as many small-sized spiders. The still-living bodies of the spiders must be wrapped in spidersilk until they are completely enshrouded in it.
Crafting the golem requires a DC 15 (knitting/sewing) check.
Heartjewels of spider-marked gems such as spiderweb turquoise, star ruby or spiderweb sapphires are required for each spider. Two Heartjewel quality gems are used for the golem’s eyes while fangs from a monstrous, magical beast are required for its mouth.
CL 11th: Craft Construct animate objects, resurrection, geas/quest, enlarge, web, permanency, rebuke/command spiders, dominate animal, mend and freedom of movement or variations thereof. The caster must be at least 11th circle. Cost is 55,000 gp +2,500 XP.
Craft Magic Arms And Armor [Item Creation]
Prerequisite
Caster level 5th.
Benefit
You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Craft Wondrous Item [Item Creation]
Prerequisite
Caster level 3rd.
Benefit
You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.
Dominate Animal
Enchantment (Compulsion) [Mind-Affecting]
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V, S |
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1 round |
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Close (25 ft. + 5 ft./2 levels) |
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One animal |
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1 round/level |
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Will negates |
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Yes |
You can enchant an animal and direct it with simple commands such as “Attack,” “Run,” and “Fetch.” Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.
Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn’t do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.
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