Golem, Gloom (CR 7)
Large Construct (Evil and Extraplanar)
Alignment: Always neutral evil
Initiative: +2 (Dex)
Languages: Cannot speak
AC: 22 (-1 size, +2 Dex, +11 natural), touch 11, flat-footed 20
Hit Dice: 8d10+30 (74 hp); DR: DR 10/good
Fort +2, Ref +4, Will +2
Speed: 30 ft.
Space: 10 ft./10 ft. (spiked chain up to 20 ft.)
Base Attack +6; Grapple +14
Attack: Claw +9 melee or spiked chain +9 melee
Full Attack: 2 claws +9 melee (1d8+4 plus 1d6 Cha) or spiked chain +9/+4 melee
Damage: claws 1d8+4 plus 1d6 Cha, spiked chain 2d6+6 plus 1d6 Cha
Special Attacks: Crushing, despair, touch of woe
Abilities: Str 18, Dex 15, Con -, Int -, Wis 11, Cha 15
Special Qualities: Construct traits, immunity to magic
Feats: -
Skills: Move Silently -8
Advancement: 9-12 HD (Large); 13-16 HD (Huge)
Climate/Terrain: Gray Waste of Hades
Organization: Solitary
Treasure/Possessions: None
Source:
Monster Manual III
This misshapen ogrelike brute has taut flesh with a claylike texture. Howls of pain issue from a gaping black where its face should be. Tormented visages press out from beneath its membranous skin, as though other creatures trapped inside it were clamoring for release.
Creatures of pure malevolence and woe, gloom golems haunt the layers of Hades, thriving on the misery and despair they inflict on others. The feelings of woe they absorb from their fallen victims manifest as tormented visages pressing against the inside of their skin. However, gloom golems do not actually absorb the bodies of their prey.
From a distance, a gloom golem could be mistaken for an ogre, although up close it lacks finer features. The gray substance that makes up its body comes from the three layers of Hades and carries a foul stench. A gloom golem stands 10 feet tall and weighs 950 pounds.
Gloom golems howl incessantly but do not communicate.
Combat
A gloom golem attacks with its two claws, although it can wield weapons as well. Its preferred weapon is the spiked chain. When using a spiked chain, a gloom golem gains 10 feet on its reach and gets a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails). It can also use the spiked chain to make trip attacks, dropping it to avoid being tripped if its own attempt to trip fails.
A gloom golem's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Crushing Despair (Su): Creatures within 30 feet of a gloom golem who hear its incessant howl must succeed on a DC 16 Will save or take a -2 penalty on attack rolls, saving throws, skill checks, ability checks, and weapon damage rolls. The penalties last until the golem is destroyed, for only then is the victim's despair lifted. A good hope spell counters this mind-affecting compulsion. The Save DC is Charisma-based.
Touch of Woe (Ex): A creature wounded by a gloom golem ust succeed on a DC 16 Will save or take 1d6 points of Charisma drain. As the creature loses Charisma, it becomes more miserable and withdrawn until, at 0 Charisma, it collapses into a nightmare-filled coma. The save DC is Charisma-based.
Skills: Due to its incessant howling, a gloom golem takes a +10 penalty on Move Silently checks.
Construction
A gloom golem's body is crafted from a single block of clay taken from the banks of the River Styx as it flows through the Gray Wastes of Hades. The block weighs at least 1,000 pounds and costs 10,000 gp. Assembling the body requires both a DC 21 Craft (sculpting) check and a DC 21 Knowledge (the planes) check.
CL 11th; Craft Construct, crushing despair, limited wish, planar binding, caster must be evil and at least 11th level; Price 40,000 gp; Cost 25,001 gp + 1,200 XP.
Gloom Golems In Faerûn
In the FORGOTTEN REALMs campaign setting, gloom golems are created on the Barrens of Doom and Despair.