Golems, Clay Golem, Flesh Golem, Iron Golem, Stone Golem
GOLEMS Creatures constructed from various materials and imbued with a rudimentary sentience. Making a golem requires rare, expensive materials and a series of complicated rituals. GOLEM, CLAY A towering, faceless humanoid shaped from glistening clay. AC 14, HP 40, ATK 3 slam +6 (1d8), MV near, S +4, D +0, C +4, I -2, W +0, Ch -2, AL N, LV 8 Golem. Immune to damage from fire, cold, electricity, or non-magical sources. Healed by acid. Curse. Slam damage can only be healed by level 5+ priest. GOLEM, FLESH A ghastly monstrosity made of sewn-together corpses. AC 9, HP 35, ATK 3 slam +6 (1d8), MV near, S +4, D -1, C +4, I -1, W +1, Ch -3, AL N, LV 7 Golem. Immune to damage from fire, cold, or non-magical sources. Healed by electricity. Berserk. When at or below 20 HP, +1 slam attack and slams deal double damage. GOLEM, IRON A bulky iron suit that squeals and sparks with each step. AC 19, HP 49, ATK 3 slam +8 (2d8) or 1 poison breath, MV near, S +5, D -1, C +4, I -2, W +0, Ch -2, AL N, LV 10 Golem. Immune to damage from cold or non-magical sources. Healed by fire. Poison Breath. All within near, DC 15 CON or 8d6 damage. GOLEM, STONE A wide-limbed, lumbering statue that shakes the ground. AC 18, HP 40, ATK 3 slam +6 (1d10) and 1 slow, MV near, S +4, D -1, C +4, I -2, W +0, Ch -2, AL N, LV 8 Golem. Immune to damage from fire, cold, electricity, or non-magical sources. Slow. Far range, one target. DC 15 CON or speed halved 1d4 rds.
GORGON A snorting bull made entirely of iron plating. A cloud of green fog billows from its nostrils. AC 18, HP 33, ATK 2 gore +6 (2d8) or 1 charge or 1 petrifying breath, MV double near, S +4, D +0, C +2, I -3, W +1, Ch -3, AL C, LV 7 Charge. Move up to double near in straight line and make 1 gore attack. If hit, x3 damage. Petrifying Breath. Fills a nearsized cube extending from gorgon. DC 15 CON or petrified (gorgons immune). GORILLA Mighty, jungle-dwelling apes. AC 12, HP 20, ATK 2 rend +5 (2d6), MV near (climb), S +4, D +2, C +2, I -1, W +1, Ch -1, AL N, LV 4 GRAY OOZE Slick puddles the color of stone. AC 11, HP 9, ATK 1 tentacle +2 (1d6), MV near (climb), S +1, D +1, C +0, I -4, W -3, Ch -4, AL N, LV 2 Impervious. Immune to damage from acid, cold, or fire. Corrosive. Nonmagical metal that touches the ooze dissolves on a d6 roll of 1-3. GRICK A huge worm with four suckered tentacles and a snapping beak. AC 14, HP 19, ATK 1 beak +3 (1d8) and 1 tentacle +3 (1d6 + grab), MV near (climb), S +3, D +2, C +1, I -3, W +1, Ch -3, AL N, LV 4 Camouflage. Hard to see in cave terrain or rocks. Grab. Target is immobilized. DC 15 Strength check on turn to break free.