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Golem, Mushroom

Mushroom Golem CR 10

This enormous creature stalks forward on huge fibrous legs, a purplish glow emanating from its eyes and face that illuminates the underside of the large mushroom forming out of the top of its head.

XP 9,600
N Large construct
Init -1; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 22 (–1 size, –1 Dex, +14 natural), touch 8, flat-footed 22
hp 95 (12d10+30)
Fort +4, Ref +3, Will +4; DR 5/slashing; Immune construct traits

OFFENSE

Speed 30 ft.
Melee 2 slams +14 (2d8+6 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon spores (10-ft.-cube, 1 round, 1d4 Con, 2d4 Cha, DC 19 Fort), flora wound

TACTICS

During Combat A mushroom golem uses breath weapon spores as often as possible.

STATISTICS

Str 23, Dex 9, Con —, Int —, Wis 11, Cha 1 (16 to plants)
Base Atk +9; CMB +16; CMD 25

SPECIAL ABILITIES

Breath Weapon Spores (Su)

Once every 1d4+1 rounds a mushroom golem releases a 10-foot cube of spores as a free action.

These spores remain in the air until the beginning of its next turn (initial damage 1d4 Con, secondary damage 2d4 Cha, DC 19 Fort negates). Anyone who fails the roll at either stage is covered with small mushrooms. The DC for this ability is Constitution-based.

Flora Wound (Ex)

The damage a mushroom golem deals takes 4 times longer to heal naturally and resists healing spells. A PC attempting to cast a conjuration (healing) spell on a creature damaged by a mushroom golem must succeed on a DC 26 caster level check or the spell has no effect. Any natural healing looks and feels like mushroom fiber. For every 10 hit points which heal this way, a creature’s Charisma reduces by 2 and increases its natural armor bonus by +1. Successful magical healing restores the PC to a normal state, including returning Charisma to normal and removing the natural armor.

Green-Spored Parasol Mushroom Poison (Ex)

Spores—inhaled; save Fort DC 19; onset immediate; frequency 1/round for 6 rounds; initial damage 1d4 Con; secondary damage 2d4 Cha; cure 2 consecutive saves.

Immunity to Magic (Ex)

A mushroom golem is immune to any spell or spell-like ability that allows spell resistance.

Certain spells and effects function differently against it.

A transport via plants spell drives a mushroom golem back up to 120 feet and deals 3d8 points of damage to it; A control plants spell slows a mushroom golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage to it A finger of death spell cast directly at a mushroom golem stops it from moving on its next turn and deals 5d8 points of damage to it. The golem gets no saving throw against any of these effects Any magical attack against a mushroom golem that deals electrical damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a mushroom golem hit by the breath weapon of a behir heals 7 points of damage if the attack would have dealt 22 points of damage. A mushroom golem gets no saving throw against magical attacks that deal electrical damage.

ECOLOGY

Environment temperate forests, underground
Organization solitary or gang (2-4)
Treasure none

Mushroom golems have vaguely humanoid bodies made from a single enormous green-spored parasol mushroom. They have no possessions, relying on their own abilities. A mushroom golem make any vocal noise, but can convey levels of danger to plants through a series of swaying gestures. It walks and moves with a flowing, steady gait, as if a breeze constantly blows about it. It does not utilize its full speed unless threatened.

Mushroom golems stand 15 ft. tall and are 12 ft. wide at the shoulders, with the rest of their bodies between 4 and 5 feet wide for most of the trunk, widening to 10 feet at the base. They have two 10 ft long arms and 2 7.5 ft legs. A mushroom golem weighs at least 2,000 pounds.

CONSTRUCTION REQUIREMENTS

A mushroom golem’s body is carved from a single green-spored parasol mushroom treated with rare plant food along with nutrients of blood and bones from aquatic creatures, materials weighing at least 1,000 pounds (costing 2,000 gp). The mushroom must be of exceptional quality. Carving the body requires a DC 15 Craft (sculpting) check or a DC 15 Profession (fungiculturalist) check.

CL 14th; Feats Craft Construct, animate plants, geas/quest, limited wish, ironfibre, caster must be at least 14th level; Skill Check(s) Craft (sculpting) or Profession (fungiculturalist) DC 15; Cost 12,000 gp

Section 15: Copyright Notice

Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson