Golem, Junk (CR 5)

Medium Construct
Alignment: Always neutral
Initiative: -1 (Dex); Senses: low-light vision
Languages: Cannot speak


AC: 17 (-1 Dex, +8 natural) touch 9, flat-footed 17
Hit Dice: 8d10+20 (64 hp); DR: 5/bludgeoning
Fort +2, Ref +1, Will +2
Speed: 20 ft. (cannot run)
Space: 5 ft./5 ft.
Base Attack +6; Grapple +10
Attack: Slam +10 melee
Full Attack: 2 Slams +10 melee
Damage: Slam 2d6+4
Special Attacks/Actions: Metal rot
Abilities: Str 18, Dex 8, Con -, Int -, Wis 11, Cha 1
Special Qualities: Construct traits, magic immunity, salvage, self-repair
Feats: -
Skills: -
Advancement: 9-14 HD (Medium); 15-24 HD (Large)
Climate/Terrain: Any land
Organization: Solitary or gang (3-4)
Treasure/Possessions: Special

Source: Dragon #341

Metal Rot (Su): Once every 1d4+1 rounds, as a free action, the junk golem can draw upon the corrosion, decay, and rust within its body to expel a cloud of metal-rotting orange gas into the air. This gas affects any metallic object within 5 feet of the creature and deals 1d6 points of damage to all such items (ignoring hardness). Metal magic items do not receive saving throws, but any creature within this area may make a DC 14 Reflex save to avoid the gas completely. This save DC is Constitution based.

Magic Immunity (Ex): A junk golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature as noted below.

Mending repairs 1 hit point of damage to the golem, while make whole repairs 3d6 hit points of damage. Junk golems are treated as a crystalline creature for the purposes of the shatter spell, which affects them normally.

Salvage (Ex): Although most of the individual items that make up a junk golem are worthless, a DC 15 Search of the creature's remains reveals 1d6 mundane items that are still functional (roll on Table 3-8 on page 56 of the DUNGEON MASTER'S Guide).

Self Repair (Ex): Junk golems are able to retrieve discarded items and add them to their own form, replacing damaged components and reinforcing their bodies with new pieces of metal or wood. Generally, a wandering junk golem can use this ability to repair 1d6 hit points per hour, but in areas with large amounts of items (battle sites, scrap heaps, and so on) this ability may be used to repair 3d6 hit points per hour.

Despite their rickety appearances junk golems are particularly resilient to most physical damage. Because the parts of a junk golem tend to be hard but brittle, they are vulnerable to blunted weapons. When a junk golem is victorious in battle, it typically strips its opponents of items to repair itself (see above).