| Golem, Atman|
|Construct used by ancient Atma in times of war.|
Hit Dice: 18d10+30 (129 hp)
Speed: 20 ft. (4 squares)
Armor Class: 30 (-1 size, -1 Dex, +22 natural) touch 8, flat-footed 30
Base Attack/Grapple: +12/+28
Attack: Slam +23 melee (2d10+11)
Full Attack: 2 slams +23 melee (2d10+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: See description
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision, magic item socket
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 33, Dex 9, Con -, Int -, Wis 11, Cha 1
Organization: Solitary or gang (2-4)
Challenge Rating: 12 + 1 per 4 caster levels required to make the currently socketted magical item (rounded up)
Alignment: Always neutral
Advancement: 19-24 HD (Large); 25-54 HD (Huge)
Level Adjustment: -
Atman golems were used as superior foot troops by the ancient human kingdom of Atma. Their design is obviously based upon that of the iron golem, though there are many notable exceptions.
This golem has a humanoid body made from iron, much as an iron golem. An Atman golem can be fashioned in any manner, just like a stone golem, although it almost always displays armor of some sort. Their bodies are etched with runes which shimmer with a faint magical glow when the golem is activated. It is 12 feet tall and weighs about 5,000 pounds.
Immunity to Magic (Ex): An iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
Any magical dispelling effect, such as from a dispel magic, slows an iron golem (as the slow spell) for 3 rounds, with no saving throw. The exception to this rule is in the 9th level Disjunction spell which has a chance to destroy the Atman golem as if it was an artifact.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.
An Atman golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Magic Item Socket (Ex): Atman golems are normally inert and without an animating magical force. This changes, however, when an appropriate magical item is placed within a special chamber located in a heavily shielded chest cavity enclosed by specially designed interlocking doors. Using this item as a catalyst the Atman golem then comes to life ready to obey the creature that activated it.
An item used to activate an Atman golem must be a sword, shield, armor, helm, wand, rod, or some other similar item. The item itself cannot be any greater in size category than the golem itself. Foe example, a huge greatsword could not be used to activate a large Atman golem. Only one item can be used by an Atman golem at any given time.
The golem gains the magical properties of the item socketted within it. A +1 flaming longsword, for example, would give the Atman golem a +1 enhancement bonus to hit and damage as well as an extra 1d6 fire damage added to its slam attacks. An armor bonus from a socketted item does not normally stack or add to the normal armor of the Atman golem, although an armor bonus from a force effect, such as from bracers of armor, would.
Effects that normally require a piercing or slashing attack operate regardless of the type of damage the Atman golem deals. For example, an Atman golem could have a vorpal slam attack.
An item used to power an Atman golem with a ranged energy attack, such as a wand of fireballs, would grant the Atman golem the ability to use that ranged attack as a breath weapon as if it was using the item itself. If the item has charges each use of the Atman golem's breath weapon drains the appropriate ammount of charges from the item. For example, an Atman golem powered by a wand of lightning crafted at 5th caster level could attack with a lightning bolt breath weapon that has the same range and power as a normal lightning bolt from that wand at the cost of one charge. When the items charged are expended the Atman golem becomes lifeless once more.
A charged item used to power an Atman golem loses 2 charges for every power the item confers when it is placed within the golem.
Items socketted within an Atman golem are protected from the effects of dispel magic and other similar spells.
Intelligent items immedietly gain control of the Atman golem's body are are considered free willed constructs. The Atman golem assumes the mental ability scores of the socketted item as well as any other special traits the item normally has. An intelligent item adds an additional +1 to the challenge rating of the Atman golem.
Items can be removed from an Atman golem's chest cavity in one of several ways.
The item can be removed forcibly by taking a standard action to pry open the chest cavity (Strength Check DC 17 + 1 per HD of the golem) and reach in to remove the item (succesful touch attack against the golem's normal touch AC). This process provokes an attack of opportunity from the Atman golem. Unless held open, the chamber doors reclose immedietly if any creature besides its controller is operating upon the chamber. Any creatures unfortunate enough to be caught be the closing doors (Reflex Save vs the golems grapple check) are immedietly subject to a crush attack dealing damage equal to that normally dealt by the Atman golem's slam attack, including any additional damage added conferred from a socketted item.
Creatures so damaged are not grappled or held but are expelled from the item chamber.
The controller of the golem can command the Atman golem to open the item chamber, which is then done by the golem as a standard action. The act of retreiving an item and placing a new item within the golem is another standard action. The golem will then activate and close the item chamber as another standard action.
An Atman golemís body is sculpted from 5,000 pounds of pure iron mixed with a small ammount of mithral, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 23 Craft armorsmithing) check or a DC 23 Craft (weaponsmithing) check.
CL 16th; Craft Construct, nystuls magical aura, geas/quest, limited wish, polymorph any object, caster must be at least 16th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.
|creatures are most often found in Atma, Artaios, Curmeah|
Related Articles: General Garivus, Arkhos, Primus The Runemaker, Atman Defense League, Shattered Kingdoms.
Contributor: Shawn Nicolen