Golem (Savage Coast), Glassine Horror (lesser golem) [188]

Climat/Terrain Any
Organisation Solitary
Fréquence Très rare
Diète Rien
Cycle d'activité Any
Intelligence 11-12 - Très intelligent
Trésor Qx4
Alignement Loyal Neutre
Nombres 1 (1-6)
Classe d'armure 2
Mouvement Au sol : 9"
Vol : 36" - Classe de vol :
Nage :
Enfouissement :
Web :
Dés de vie 8 (60 hp)
Thac0 13
Nbre d'attaques 1
Dommage / attaques 2-20
Attaques spéciales Blinding, spells
Défenses spéciales See below
Résistance à la magie Nil
Taille H - huge ( 12+' to 25' )
See below
Morale 8-10 - Moyen
Valeur en XP 4000 xp

Commentaires : The Savage Coast offers some unique variations on the standard golem design, in both form and material. Standard golems are slowly giving way to the new forms.

Another construct of the ee’aar, the glassine horror was an attempt by ee’aar wizards to design a more intelligent golem. They succeeded only too well; the higher Intelligence brought with it a more independent spirit, including an inherent desire for self-preservation.

The glassine horror can assume three different forms. The first, from which it takes its name, is a sheet of crystalline substance with an area between 50 and 100 square feet (thickness varies from 1 to 6 inches). In this inactive state, it rests across a window or doorway until needed or until a trespasser is detected.

The second form is that of a roughly-shaped humanoid figure, approximately 15 feet tall and constructed of a scintillating, gemlike material. As light glistens off the facets, it produces a dazzling effect. All opponents within a 10-foot radius must make a successful saving throw vs. spell or suffer -2 attack penalties. Besides its devastating punch, this form has three magical abilities: crystalbrittle; create sunburst (as per wand of illumination); and continual light. In this form, the glassine horror is immune to any spell effects employing light or electricity.

The third form is a whirling cloud of glistening sand. This cloud can move at a speed of 36 but cannot rise more than five feet above any surface. Any creature caught within this 100 cubic-foot cloud (indicated by a successful attack roll) takes 2d8 points of damage and must make a successful saving throw vs. spell or be blinded for 2d4 turns. This form is immune to all “wind” spells.

Though loyal to its master, the glassine horror also possesses the need for self-preservation. It never fights to its destruction, fleeing if it ever falls below 10% of its starting hit points. As a reward for good service, this golem expects to be given gems, which it can use to heal damage. The glassine horror absorbs them, healing 1 hit point per 50 gp worth of gems. Rest also heals the golem.

Glassine horrors, if commanded by the wizard who created them, are encountered in groups of 1d6 golems. However, most are encountered singly, far from the ee’aar lands. A glassine horror whose master dies is considered a free entity, usually leaving the vicinity. These creatures enjoy working as guards and will serve loyally for the price of a few gems. A glassine horror will adopt a new master with the same guidelines as before: It will not let itself be destroyed, and it expects to be rewarded.