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A number of pelts squirm around this living fur coat, which lurches forward with surprising speed.
Fur Golem CR 7
N Medium construct
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +1
AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 75 (10d10+20)
Fort +3, Ref +6, Will +4
DR 10/slashing; Immune construct traits, magic
Weaknesses vulnerability to acid
Speed 30 ft.
Melee 2 slams +14 (2d6+4 plus grab)
Special Attacks constrict (2d6+4), smother
Str 19, Dex 17, Con —, Int —, Wis 12, Cha 3
Base Atk +10; CMB +14 (+18 grapple); CMD 27 (can't be tripped)
Garment (Ex) A Small, Medium, or Large creature capable of controlling a fur golem can wear it as a coat, as it conforms to the creature’s body shape. The wearer gains a natural armor bonus depending on its size (Small +6, Medium +4, Large +2). An attack that hits the wearer splits its damage as follows: damage reduced by the fur golem’s DR is dealt to the wearer and all other damage (including energy damage from magical weapons) is split equally between the wearer and the golem. The wearer and golem each take half damage from damage-dealing spells and effects. The golem provides no protection from non-damaging spells and effects targeting the wearer or including the wearer in the area of effect. A creature can wear a fur golem without armor proficiency, but a worn fur golem acts as masterwork hide armor for the purposes of max Dex bonus (+4), armor check penalty (–2), and arcane spell failure chance (20%).
A worn fur golem can make a slam attack during its wearer’s turn, but it cannot grab or smother foes.
Immunity to Magic (Ex) a fur 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 acid descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below.
· Animal growth affects a fur golem as if it were an animal, and it receives no saving throw. A fur golem affected by animal growth cannot be effectively worn by a Small creature, and the size-based benefits apply to the next larger size (Medium->Large->Huge).
· Dominate animal allows the caster to act as the golem’s controller for the spell’s duration.
· Hold animal slows a fur golem for 3 rounds (no saving throw).
· A magical attack that deals electricity 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 it full normal hit points, it gains any excess as temporary hit points. A fur golem gets no saving throw against attacks that deal electricity damage.
Smother (Ex) When a fur golem grapples a target, it forms an airtight seal around its prey. A grappled target cannot speak or cast spells with verbal components and must hold its breath, as per the suffocation rules.
Fur golems feature several animal pelts stitched together into a vaguely cloak-like shape. The creations are autonomous, but they can also be worn to provide their creators with protection.
Typical fur golems are 5 feet tall and weigh 200 pounds.
The fur comprising a fur golem can come from any number of animals, including a single Large animal. For aesthetic purposes, the same species of animal is typically used. Treating the fur for proper animation as a golem requires magical powders and unguents worth at least 1,000 gp.
CL 10th; Price 17,000 gp
Requirements Craft Construct, dominate animal, limited wish, suffocate, creator must be caster level 10th; Skill Craft (cloth) DC 16; Cost 9,000 gp