Golem, Gemstone, Diamond [1473]

Climat/Terrain Any
Organisation Solitary
Fréquence Très rare
Diète Rien
Cycle d'activité Any
Intelligence 0 - Non intelligent ou non mesurable
Trésor See below
Alignement Neutre Absolu
Nombres 1
Classe d'armure 0
Mouvement Au sol : 6''
Vol : - Classe de vol :
Nage :
Enfouissement :
Web :
Dés de vie 14 (60 hp)
Thac0 7
Nbre d'attaques 1
Dommage / attaques 5-50
Attaques spéciales Diamond chips, sunray
Défenses spéciales +3 or better to hit, immune to heat, electricity, and acid-based attacks
Résistance à la magie Nil or 75%
Taille L - larger than man-sized ( 7+' to 12' )
(10’ tall)
Morale 19-20 - Sans peur
Valeur en XP 10000 xp

Commentaires : So far, only three major types of gemstone golems have been created in Faerûn – ruby, emerald, and diamond. In the Realms, they are controlled only by the Red Wizards of Thay and the secret of their construction is known only by the Asnar Thuul, the zulkir of invocation magic.
Combat : Diamond golems are the most powerful of the gemstone golems known. They resemble tall, muscular humans clad in armor and carved out of multifaceted diamond. They are often armed with swords or carry shields, although these are merely decorative and do not provide the golem with any additional armor or advantage in combat. They are completely immune to heat-, electricity-, and acid-based attacks.
Diamond golems strike for 5d10 points of damage and have an effective Strength of 24 for purposes of throwing, breaking and lifting. They are immune to attacks from all weapons of less than +3 enchantment and are 75% resistant to nature-based magic and Rashemaar creatures.
Three times per a day, a diamond golem can spray a cloud of tiny diamond chips in all directions, unflicting 10d8 points of damage on all within a 25-foot-radius. Also, three times per day, diamond golems can emit a blinding light equivalent to sunray, the 7th-level priest spell.
Shatter causes 3d6 points of damage to diamond golems, while crystalbrittle reduces diamond golems’ nature-magic immunity to 25% and its immunity to heat, electricity, and acid to 50%, also rendering it vulnerable to +2 and above weapons, rather than +3. Mending restores 2d6 lost hit points, while glassteel restores all damage.
Habitat / Société : A circle of at least twelve wizards, led by a spellcaster of at least 12th level, is required to control and direct the golems in battle. The circle cannot take any other actions while doing so, and if the circle is disrupted, the golems under its control stop fighting and wander aimlessly. The circle can maintain control only of the golems within the 1-mile radius when the circle is first formed – they cannot add more golems or take control of another circle’s golems.
Gemstone golems, when not in use by their controllers, are deactivated by the controlling circle. While gemstone golems are most often used in combat or as guardians, they are sometimes used as servants.
Ecologie : When finally slain, gemstone golems collapse into piles of rough-cut gems identical to their type. Each golem produces 10d10 gems of the precious category, with values determined using Table 86 in the DMG. The remainder is powder, useless for most purposes, though some wizards and alchemists may be able to use it for spell components.
Gemstone golems were originally created long ago by the god-kings of Mulhorand. These fearsome creatures are highly resistant to damage and, once set in motion, virtually unstoppable. Some observers link these gemstone golems with rumors of “statues that walk” in Mulhorand, claiming that the two share similar enchantments and construction techniques, but other claim that they are entirely different.