Golem, Bone*
Huge four-armed monsters created from the skeletons of at least two dead humanoids
Basic Fantasy Role-Playing Game
| Armor Class | 19 (m) |
|---|---|
| Hit Dice | 8* |
| Number Appearing | 1 |
| Attacks | 4 weapons |
| Damage | 1d6/1d6/1d6/1d6 or by weapon |
| Movement | 40' (10') |
| Save As | Fighter: 4 |
| Morale | 12 |
| XP | 945 |
| Treasure Type | None |
Bone golems are huge four-armed monsters created from the skeletons of at least two dead humanoids. Though made of bone, they are not undead and cannot be turned.
Instead of four one-handed weapons, a bone golem can be armed with two two-handed weapons, giving 2 attacks per round and a damage figure of 1d10/1d10 or by weapon.
Special Abilities
Berserk: When a bone golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem; he or she must make a save vs. Spells to succeed at this, and at least 1 round of time is required for each check. It takes 1 round of inactivity by the golem to reset the golem’s berserk chance to 0%.
Other Sources
Old-School Essentials Classic Fantasy
| Armor Class | 2 [17] |
|---|---|
| Hit Dice | 8 (36hp) |
| Number Appearing | 1 (1) |
| Attacks | 2 or 4 × weapon (1d6 or by weapon) |
| THAC0 | 12 [+7] |
| Movement | 120' (40') |
| Saving Throws | D10 W11 P12 B13 S14 (4) |
| Morale | 12 |
| Alignment | Neutral |
| XP | 650 |
| Treasure Type | None |
Artificial beings constructed from different materials by mighty clerics or wizards. 6’ tall constructs of human bone, crafted into a humanoid shape. Have four arms, attached at different places on the torso.
Special Abilities
Mundane damage immunity: Can only be harmed by magical attacks.
Immunity: Unharmed by gas; unaffected by charm, hold, and sleep spells.
Weapons: 4×1-handed or 2×2-handed.
Attack multiple opponents: Up to 2 per round.
Energy immunity: Unharmed by fire, cold, and electricity.