Shadowbooks Shadowdark RPG MonstersMonster Statistics
Shadowdark RPG, p. 222
p. 222
Shadowdark RPG, p. 223
p. 223
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.