Root Golem

Root golems are a strange thing to behold. While most golems are made of inanimate (or dead) materials, the root golem seems to be composed of living material. Root golems are always found underground, which I suppose is natural for them. The mages who created them must have needed to create a golem, been in a cave, and thought, “eh, roots will do!” 

Root golems pack a wallop when they hit you, and make sure they dont get their long fingers around your neck! Fire is the best way to put them down. That, and a sharp axe.

—Etahn

Root Golem

CharacteristicsCV8
StatScore%Speed35’
STR24120HP85
CON——Dmg Mod+2d6
SIZ28140AV8
INT——ClassMonster
ACU1155TypeConstruct
DEX1155Horror–
SOC——TreasureHarvestables
  • Attack: (2) Root Slam 85% 1d8+8+dm and Entangle
  • Skills: Dodge 45%, Grapple 90%, Hide 35%, Listen 65%, Spot 70%, Stealth 35%
  • Special: Entangle, Root Strangle, Deep Roots, Golem Traits
  • Weaknesses: Fire, Uprooted
  • Habitat: Forests, underground, sacred groves
  • Encounter: Solitary or Pair

SIZ Note

Large (SIZ 28) = -10% to Hide, Stealth, and Dodge (already applied).

Entangle

When a Root Slam hits, the golem can unravel part of its arm around the target. The golem and target make an opposed Grapple Heroic Action. If the target loses, it becomes grappled. The root golem may have up to two creatures grappled simultaneously, one with each arm.

Root Strangle

A root golem can constrict a grappled creature caught within its twisting limbs. At the beginning of the golem’s turn, each creature it has grappled suffers 1d8+8+dm damage. This does not require an attack roll and does not prevent the golem from taking its normal actions.

A grappled creature can attempt to escape normally with a Heroic Action.

Deep Roots

When standing on natural earth, the root golem can drive roots deep into the ground. Activating or withdrawing its roots requires a move action.

While rooted:

Speed becomes 0’.
AV increases from 8 to 10.
The golem cannot be knocked back or knocked prone.
At the beginning of its turn, it regains 1d6 HP if there is sufficient water in the surrounding soil.

The golem may withdraw its roots on a later turn and move normally.

Uprooted

A root golem depends upon living earth to maintain its body. While standing entirely on worked stone, metal, wood, or another surface that prevents its roots from reaching the earth, it cannot use Deep Roots or regain HP through its natural abilities. If deprived of contact with natural earth and a source of water for 24 hours, it loses 5 HP per day until it again has access to both.

Fire Vulnerability

Root golems take double damage from fire.

If fire damage reduces the golem to half its maximum HP or less, its regenerative abilities cease until it has been repaired above half HP.

Golem Traits

The root golem has all standard Golem Traits: immunity to critical hits, mind magic, disease, death effects, paralysis, poison, sleep, stun, and effects requiring a CON save. Damage from spells is reduced by 50% unless otherwise noted. It has Darkvision 60’. A golem does not normally Dodge or Parry unless its instructions specifically command it to defend itself.

Reagents & Remnants

Golem Core (Remnant)
The crystal or glass sphere around which the root golem was grown. Its value depends upon the ritual used to create the construct.

Value: 800 gp
Harvesting Difficulty: Difficult

Living Heartroot (Reagent)
Some of the oldest roots surrounding the golem’s core remain magically alive after the construct is destroyed. These roots can be used in rituals involving growth, binding, or magical constructs.

Value: 100 gp
Harvesting Difficulty: Average