Golem, Rubber Resin


Climate/Terrain: Any
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Nil
Intelligence: Non- (0)
Treasure: Nil (see below)
Alignment: Neutral

No. Appearing: 1
Armor Class: 7
Movement: 12
Hit Dice: 10
Thac0: 10
# of Attacks: 1
Damage/Attack: 3d6, 1d12
Special Attacks: Bounce
Special Defenses: Repel blunt weapons, disarm
Magic Resistance: Nil
Size: M
Morale: Fearless (19-20)
XP Value: 3,000
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Appearance: Rubber resin golems appear as humanoid shaped lumps of melted rubber, somewhat larger than human sized. They stand 7" tall and weigh 500 pounds. They are created using rare resins from a rubber tree plant. Rubber golems tend to be greenish yellow in color with indistinct facial features.

Combat: Rubber golems attack once per round, doing 3d6 damage with their hard fists. They are immune to piercing weapons, which do no damage. Piercing weapons also have a 2-in-6 chance of becoming lodged in the golem, due to the friction of the rubber material on the weapon and the suction effect created. A STR check is required to pull the weapon free. Slashing weapons do half damage due to the self-sealing nature of the material from which the golem is created. Bludgeoning weapons are dangerous to use against a rubber golem due to the fact that such blunt attacks are repelled by the golem's rubbery substance. If a blunt weapon is used against a rubber golem, the weapon bounces off the golem and has a chance to "ricochet" and hit anyone standing near it. Thus, if a group of adventurers is attacking a rubber golem and one of them uses a bludgeoning weapon, treat it as a repelled attack and randomly determine which party member is hit (for half normal damage) by the repelled weapon. Use the scatter diagram for grenade-like weapons in the DMG to determine who gets hit. Bludgeoning weapons do no damage to the golem.

There is also a 35% chance of any character striking the rubber golem being disarmed, regardless of the type of weapon used, due to the resilience of the golem's rubbery nature. A disarmed character loses his weapon as it bounces off the golem, and must spend a round recovering it.

Once every three rounds, the rubber golem can initiate a bounce attack. This consists of hurling itself at an attacker, doing 1d12 points of damage and requiring a DEX check for the character to avoid being knocked off his feet and stunned. A failed DEX check means the character is bounced off the golem, knocked to the ground, and stunned for 1d3 rounds.

Magical fire does double damage to a rubber golem, although burning it will cause dense clouds of noxious smoke to be emitted (it is immune to non-magical fire). Acid and electricity cause no damage to the golem. Cold-based spells will slow it for 1d4 rounds and will negate its repelling and bouncing abilities for the same duration. It is immune to all other spells directed at it.

Habitat/Society: Golems have no society or habitat. Rubber golems are generally found where wizards have access to rubber tree plants, usually in tropical areas.

Ecology: Golems are not natural creatures, and play no part in the world's ecology. They neither eat nor sleep, and "live" until their bodies are destroyed, usually in combat.

Variants: None.




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