The Beastmaster - 3e custom monsters
Pryzm Golem


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Golem, Pryzm

Hit Dice: 15

Initiative: -1 (Dex)

Speed: 30'

Ac: 18 (-1 size, -1 Dex, +10 natural)

Attacks: 2 slams +19

Damage: 1d4 + special

Face/Reach: 15' by 15'/10'

Special Attacks: Prismatic Touch

Special Qualities: Construct, Magic Absorption, Damage Reduction 50/+3, Incorporeal

Saves: Fort +4, Ref +3, Will +4

Abilities: Str 29, Dex 9, Con -, Int -, Wis 11, Cha 1

Climate/Terrain: Any land, typically tombs

Organization: Solitary or gang (2-4)

Challenge Rating: 13

Treasure: None

Alignment: Always neutral

Advancement: 16-22 HD (Large), 23-43 HD (Huge)

Golems are magically created automatons of great power, pryzm golems being created by the Lich Acererak (Tomb of Horrors) several hundred years ago. Now having being seen their is a concentrated resolve to duplicate them. Constructing one involves the employment of mighty magic and elemental forces.

The animating force for a golem is usually a spirit from the Elemental Plane of Earth, but in the case of a pryzm golem its from the Elemental Plane of Air. The process of creating the golem binds the unwilling spirit to the artificial body and subjects it to the will of the golem's creator. The pryzm golem is a swirling mist of prismatic (as the spells of the same names) energy with the general shape of a humanoid.


The pryzm golem's arms will actually extend from its body, up to a distance of 15' for a mere 1d4 hp damage. The special attack following, however, it is not so kind as that.

Upon scoring a successful hit, the DM should roll 1d8, with the results as follows: 1-Red beam, 2-Orange beam, 3-Yellow beam, 4-Green beam, 5-Blue beam, 6-Indigo beam, 7-Violet beam, 8-All beams. Once the color of the beams is decided (consult PH).

The pryzm golem, upon its construction appears at 15 HD and attacks accordingly. Each spell cast at the golem or having an area of effect that includes the pryzm golem will appear to function normally. Each spell, in reality, as it concerns the golem, however, functions much differently. For each spell level of energy cast at the pryzm golem, the pryzm golem gains 1 hp, suffering no effects from the actual spell. This includes spell-like effects from magical items and innate spell abilities. Also, when struck by a magical weapon, the magical "plus" acts similarly, giving 1 hp for each successful plus of the weapon on each hit. Causing no damage to the golem. Also, if the pryzm golem is struck by a Nine Lives Stealer or similar soul entrapping weapon, the weapon must save vs. disintegration (with the pluses of the weapon modifying the roll accordingly) once for each such entrapped soul. For each failure, the soul is effectively given to the pryzm golem. The golem receives all innate abilities, hit points, spell memorized, etc. for each soul swallowed. For each 10 hp gained in the above manner, the golem effectively gains 1 HD, thereby adjusting its attacks, saves, caster level, etc.

For example: the pryzm golem appears, and a mage casts a fireball, with the pryzm golem and a fighter in its area of effect, the fighter strikes the pryzm golem with a +3 Nine Lives Stealer and a +5 long sword. The pryzm golemgains 3 hp for the fireball while the fighter must make normal saves or take normal damage. The pryzm golem gains 5 hp for the strike of the long sword, 3 hp for the strike of the NLS, and the NLS must make its saves. The sword has a 10th level mage, a beholder, and a frost giant inside of it. The first two saves pass, but the third fails. The pryzm golem is now effectively 28 HD, and yes, if there had been a dragon in there, the pryzm golem would have had a breath weapon and a variety of spells at its disposal until those HD were taken from the pryzm golem by loss of hp. The pryzm golem can only be harmed by non magical means. i.e. cold iron, steel, wood, fists, feet, etc. Each time the pryzm golem is struck with a broken magical item (be it smashed staff, frayed rope, torn cloak), the creature must save vs. death magic with a cumulative -1 penalty or be forever destroyed. The pryzm golem is immune to all other attack forms, and may not be turned, disspelled, or banished. Upon its destruction, by any means, the pryzm golem explodes in a final 50' radius prismatic eruption with modifiers at its highest HD reached.