Totem Golem CR 6
The creaking of wood catches your attention and you realize that all of this statue’s many eyes are looking directly at you!
Speed varies; see text below
Melee one head is always the primary attacker that begins a full-round attack, and all following attacks from a totem pole golem are at a -5 penalty until the beginning of its next turn; see text below
Special Attacks bound spirits, splintering (20-ft.- radius, 6d6 piercing, DC 14 Reflex halves)
Before Combat Totem pole golems use their unique ability to subtly target and attack fire wielding spellcasters before entering into combat.
During Combat Totem pole golems attack with a natural attack from at least one of its heads each round (see text below).
Morale Totem Pole Golems fight until their enemies are destroyed, or they’re ordered to stop.
Str 19, Dex 12, Con —, Int —, Wis 18, Cha 1
Base Atk +4; CMB +8; CMD 19
Languages none spoken (understands language of creator)
Bound Spirits (Su)
Bound within each head of a totem pole golem’s four heads is an animal spirit anchored to and fueling the creature. A winged animal nearest the top always controls the overall movement of the golem, allowing the other spirits to strike through various natural attacks that utilize the varied mouths and claws adorning the totem pole golem’s body. For every additional head that grants this creature a fly speed, increase its highest fly speed by +25% and its maneuverability by one step.
Twice a day (for up to 6 rounds total) the spirits may leave the confines of the totem pole. They use this ability frequently to distract those who may harm it with fire, drawing attention away from the totem pole golem for better a chance to make a surprise attack. Winged spirits may not leave the golem while it is in flight.
Spirits bound within the golem must match up to the animals carved, and each bring with them different abilities to enhance the finished result:
- Bear 2 claws +8 (1d6+2 plus grab), bite +3 (1d6+2); +4 CMB to grapple
- Bison gore +8 (2d6+6)
- Boar gore +8 (1d8+6)
- Fox bite +8 (1d4+4)
- Hawk fly 60 ft. (average); 2 talons +8 (1d4+2), bite +3 (1d4+2)
- Owl fly 60 ft. (average); 2 talons +8 (1d4+2)
- Raccoon bite +8 (1d3+1); +4 to Stealth
- Raven fly 40 ft. (average); bite +8 (1d3+6)
- Snake bite +8 (1d4+6 plus poison); Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save
- Stag gore +8 (1d6+6)
- Wolf bite +8 (1d6+1); Spell-Like Ability (CL 6th; concentration +10) 1/day—summon (howl for 1d4 wolves, 30%)
- Wolverine 2 claws +8 (1d6+2), bite +3 (1d4+2); rage 6 rounds/day; Toughness B (+6 hp)
Several variations of totem pole golems exist including those crafted with legs (Speed 20 ft., trample [2d6+4, DC 17]) and arms (2 slams +12 [2d6+4]). Adding either sets of limbs increases the cost of the totem pole golem by 2,000 gp, and raises the CR +1.
More exotic totem pole golems may contain the following:
- Linnorm, Ice bite +8 (2d8+4 plus poison, Crit 19– 20/x2), 2 claws +3 (2d6+2), tail +3 (1d4+2); breath weapon (30-ft.-cone, 12d8 cold, DC 28 Reflex, once every 1d6 rounds); poisonous bite—injury; save Fort DC 28; frequency 1/round for 10 rounds; initial and secondary damage 4d6 cold damage and 1d6 Con drain; cure 3 consecutive saves.
The addition of an ice linnorm head to a totem pole golem increases the overall CR +2, the requisite CL by +3, and the cost by 6,000 gp.
Immunity to Magic (Ex)
A totem pole golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the fire descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature,as noted below.
- Warp wood or wood shape slows a totem pole golem (as the slow spell) for 2d6 rounds (no save).
- Repel wood drives the golem back 60 feet and deals 2d12 points of damage to it (no save).
- A magical attack that deals cold damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack 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. A totem pole golem gets no saving throw against attacks that deal cold damage.
As a free action once every 1d4+1 rounds, a totem pole golem can launch a barrage of razorsharp wooden splinters from its body in a 20-foot-radius burst. All creatures caught within the area take 6d6 points of slashing damage (DC Reflex 14 halves). The DC for this ability is Constitution-based.
Organization solitary or gang (3-4)
Utterly enigmatic, these strange constructs are often worshiped as gods by savages in the Disputed Territories. They are truly the creation of shamanic spellcasters and commonly found throughout the natural world.
A totem golem is 7 feet tall but weighs over 1,200 pounds.
Constructing a totem golem requires four animals identical to those sculpted from the wood the creature is created from. These are ritually sacrificed during the construction process, used to stain the totem golem’s timber.
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