Online Viewer of Enchanted Realms Monsters



 Over-Category: Ideophage 
 Kingdom: Construct 
For all practical purposes, Ideophages do not eat at all; they do no grow or sustain from a known energy. Constructs, while not the only Ideophages, are the clearest example. A golem constucted of stone will exist until the stone erodes or is significantly damaged in some way.
Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Constructs are completely immune to mind or spirit based attacks. Further, constructs cannot be healed by most magic, unless the description specifically states.
Constructs have weak vision enabling them visibly distinguish color even in dim light up to 10 feet; however, they primarily use blindsight out to 60 feet. As they are not alive, they cannot be healed normally or by magical means unless specifically defined in the creature's description. This further makes them immune to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Constructs do not eat food, sleep, or breathe.

Golem, Iron 

This iron automaton stands twice as tall as a normal human. Its heavy footfalls shake the ground with bone-jarring force. Like others of its kind, the iron golem cannot be healed without a specific construct form of repair. However, it is also invulnerable to blunt, edged and piercing damage from non-magical weapons, even those of quality. It is also resistant to blunt, edge and piercing damage even when delivered by a magical weapon. Additionally, the iron golem cannot be harmed by poison or necrotic damage. It cannot be affected by Mind or Spirit attacks and is immune to any effect that would alter its form. One of the most fearful invulnerabilities this golem has is that of fire, as it actually heals the golem rather than harming it. Lastly, the iron golem is naturally at advantage for any preservation save against magical effects. On the offense, aside from its physical attacks, once per day the iron golem can spew a poisonous cloud extending 15 feet in a 60-degree cone beginning with two hexes (9 hexes total) which delivers poison damage to those in the area. The poison delivers an immediate d6 points of body damage and inflicts the poison restriction, but the victims are permitted an Agility preservation save (DC:16) to avoid.

Notes: Advantage on saves for any magical effect
Body: 67 ( STR:15, AGIL:12, RESIL:18 )
Mind: 0 ( LOGIC:0, PERC:0, JUDG:0 )
Spirit: 0 ( WILL:0, FAITH:0, MUSE:0 )
Movement: 35 feet
Size Category: Huge (+2 to hit)
Armor Class: 23
Need magic to hit
Attack: Sword-Arm
Number of d20s: 3
To-Hit Modifier: +15
Damage Type: edged
Damage: 8 to 10 pts