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Golem, Marrowstone

Climate/Terrain: Any
Frequency: Very Rare
Organization: Solitary or gang
Activity Cycle: Any
Diet: None
Intelligence: Non
Treasure: Nil
Alignment: Neutral
Number Appearing: 1 or 2-5
Armor Class: -1
Movement: 12”
Hit Dice: 20D20 +30
THAC0: 0
Number of Attacks: 2
Damage/Attack: 2D6+5 (Slam)+2D6 Negative energyX2
Special Attacks: Create spawn
Special Defenses: Construct immunities,
Magic Resistance: Standard
Size: Large
Morale: Fearless
XP Value: 72,000+50/hit point
Carved from the rock of the marrowstone mines of Sekamina, these golems amplify the magical radiation
emitted from veins of lazurite. They can only be crafted within the necropolis of Nemret Noctoria, the land of
the Ghouls, for lazurite brought beyond its borders soon loses its potency. Binding the lazurite into the body of
the Golem stabilizes and lets the construct leave the boundaries of the ghoulish city with it’s fell powers intact.
Though Ghouls guard the secrets of making a Marrowstone golem, they are sometimes known to trade their
handiwork with outsiders.
A Marrowstone golems body is chiseled from a single block of marrowstone weighing at least 2,500 pounds.
Marrowstone can only be found in the necropolis of Nemret Noctoria in the Darklands realm of Sekamina.
Preparing the stone requires exotic unguents costing 2,500 gp.
Create Spawn - Any creature that is slain by a Marrowstone golem rises from death as a free willed ghoul
within 24 hours. Roll on the table below to determine the type of Ghoul. In any case there is a 25% chance that
the creature will retain any class levels it had in life.
Immunity to Magic - A Rock to Mud spell slows a Golem for 2-12 (2d6) rounds. A Flesh to Stone spell does
not actually change the golem's structure but does make it vulnerable to any normal attack for the following
round. This does not include spells, except those that will cause direct damage. Effects which heal undead heal
half that amount of damage to a Marrowstone golem, up to its full normal hit points. All other spells are
ignored. A Marrowstone golem that fails its saving throw vs an attack that deals positive entergy damage
(including the Channel Divine Energy ability when used to harm undead) does not take any damage from the
attack, but it loses its Create Spawn ability, its Necrotic Field Aura, and the Negative Energy damage from its
slam attack for 1D4 rounds.
Necrotic Field – Undead within 30 feet of a Marrowstone golem gain a +2 bonus on saving throws, have a -2
penalty applied to saving throws vs any of their special abilities, a and are turned as 4 hit dice higher. Positive
energy effects cause only half damage to a creature within the Marrowstone golem’s aura. The sura particularly
strengthens Ghouls and Ghasts giving them a +2 bonus on attack and melee damage rolls.
Spawn Table
Agarat 01 Ghoul, Mindrender 47-49
Agarat, Greater 02 Ghoul, Plague 50-52
Agarat II 03 Ghoul, Pustule 53-55
Agarat, Greater II 4 Ghoul, Pustular 56-58
Archghoul 05-06 Ghoul, Quick Animation 59-61
Asanbosam 07-08 Ghoul, Roaring 62-63
Ghast 09-10 Ghoul, Shadow 64-66
Ghol 11-13 Ghoul, Sovereign 67
Ghoul 14-16 Ghoul, Spawn 68-69
Ghoul, Atrophy 17-19 Ghoul, Spitting 70-72
Ghoul, Bloated 20-21 Ghoul, Suppressive 73-74
Ghoul, Bone 22-24 Ghoul, Tar 75-76
Ghoul, Cinder 25 Ghoul, Thought 77-78
Ghoul, Colony 26 Ghoul, Vampiric 79
Ghoul, Corpulent 27 Ghoul, Waning 80-82
Ghoul, Crimson 28-29 Ghoul Master 83-84
Ghoul, Darakhul 30-31 Ghouloid 85-86
Ghoul, Darkness 32-33 Glulaz 87
Ghoul, Deliberate 34-35 Howlfiend 88-89
Ghoul, Gibbering 36-37 Morghoul 90-91
Ghoul, Hulking 38 Shub-Niggurath’s Slime Ghouls 92-93
Ghoul, Husk 39-41 Slarecian Ghoul 94
Ghoul, Leng 42 Slime Ghoul 95-96
Ghoul, Lesion 43-44 Srin-po 97-98
Ghoul, Mad 45-46 Vampire Ghoul 99-00

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