Vegetable Golem (3.5e Monster)
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Vegetable Golem | |
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Size/Type: | Large Construct |
Hit Dice: | 13d10+30 (101 hp) |
Initiative: | +2 |
Speed: | 30 ft |
Armor Class: | 23 (+2 dex, +12 natural, -1 size), touch 11, flat-footed 21 |
Base Attack/Grapple: | +6/+17 |
Attack: | +1 Strawberryblade +13 melee (2d6+11 plus 1d4 fruit, 19-20/x2) or Slam +12 melee (1d8+7 plus 1d4 fruit, 20/x2) |
Full Attack: | +1 Strawberryblade +13/+8 melee (2d6+11 plus 1d4 fruit, 19-20/x2) or Two Slams +12 melee (1d8+7 plus 1d4 fruit, 20/x2) |
Space/Reach: | 5 ft/5 ft |
Special Attacks: | Combat Maneuverist, Healthy Rush, SLAs |
Special Qualities: | Construct Traits, Darkvision 60 ft, DR 5/cold iron, Edible Buds, Immunity to Magic, Low-Light Vision, Plant Power |
Saves: | Fort +3, Ref +5, Will +3 |
Abilities: | Str 24, Dex 14, Con -, Int -, Wis 10, Cha 3 |
Skills: | - |
Feats: | - |
Environment: | Any |
Organization: | Solitary |
Challenge Rating: | 9 |
Treasure: | Standard |
Alignment: | Always True Neutral |
Advancement: | 14-26 HD (Large), 27-39 HD (Huge) |
Level Adjustment: | — |
You forgot to eat your veggies. Now you must beat your veggies.
Originally a creation of a mad wizard mother who was tired of their wayward fighter son not eating their greens, vegetable golems are a collection of fruits, vegetables, fungus, and roots formed into a shape resembling a large knight in armor. A head of a pumpkin rests upon cauliflower plate, carrot fingers gripped around the broccoli-hilted strawberryblade held within a corn cob shaft. Great purple leaves of lettuce flow behind them in a noble cape. The entire thing smells not unlike a salad come to life.
A vegetable golem cannot speak, but does make crunchy salad noises during vigorous movement. It weights around 500 lbs.
Combat[edit]
While a mindless creature, the vegetable golem shows unusual canny when it comes to combat and will try and use the most optimal attack for the job, be it disarming, tripping, or using its spell-like abilities. Its effective intelligence for tactics is its Wisdom score. For anything else it is as mindless and straightforward as any golem. Some particularly long lived golems are said to exhibit quirks, almost personalities of honor and nobility like the knights they are shaped as.
The vegetable golem is imbued with martial spirit. It is proficient in simple and martial weapons, and all shields (including tower shields). They can due to its Plant Power ability that, in rare events over a long time, weapons it weilds inevitably turn into a strawberryblade. However this has never been conclusively proven.
Combat Maneuverist (Ex): The vegetable golem may use any combat maneuver such as Disarm or Trip without provoking.
Edible Buds (Ex): At the start of every day the vegetable golem grows 2d4 studs upon its armor identical to goodberry. These wilt off and decay if not eaten within 24 hours.
Healthy Rush (Su): Whenever reduced to 50% hp or less, the vegetable golem may let out a roar of healthy activity as a swift action. It benefits from haste for 5 rounds. It may use this once per day.
Immunity to Magic (Ex): A vegetable 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 spell which affects plants or specifically on Plant type creatures works on the vegetable golem as normal.
A purify food and drink spell grants it 1d6 temporary hp.
A create food and water spell heals for 3d10 + caster level (max 15) in damage.
Spells that affect [Plant] creatures affect vegetable golems normally.
Plant Power (Su): The vegetable golem counts as a Plant for the purpose of interacting with spell effects and favored enemies. In addition it provides some unusual traits:
- Any weapon a vegetable golem wields adds +1d4 fruit damage, as if it were a strawberryblade.
- If left within a natural setting with enough soil, water, and sunlight it heals 5 points of damage every hour.
- If a vegetable golem is destroyed, it leaves a very large seed that can be planted. Given proper growing care, there is a 50% chance the vegetable golem will regrow and reactivate after 2 weeks of growth. Casting plant growth on the growing seed ensures the chance is 100%.
Spell-Like Abilities (Sp): 1/day-plant growth. The saving throws are Wisdom based.
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Eiji-kunv |
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Alignment | Always True Neutral + |
Author | Eiji-kun + |
Challenge Rating | 9 + |
Environment | Any + |
Identifier | 3.5e Monster + |
Level Adjustment | — + |
Rating | Unrated + |
Size | Large + |
Title | Vegetable Golem + |
Type | Construct + |