Golem

Occasionally, a mage will employ forbidden rituals to seal a lost soul within an artificial body (creating a useful servant). Very occasionally, the soul is too willful to contain. When this happens, the golem betrays or escapes its master, and thereafter seeks out a life of its own.

Description: Your form depends on the materials that comprise your body (see below), but you are broadly humanlike in appearance: sporting two arms, two legs, and a head. While you remain motionless, you are indistinguishable from a statue. Your size is Medium or Small (you choose the size when you select this folk).

Vital Stats: You start with HP 12, SP 5, and MV 5.

Artificial Body: You are immune to the effects of deprivation, disease, poison, and suffocation. You have additional traits (including possibly Resistance and Vulnerability) by virtue of your material composition. Choose a material from the following list, or determine your composition at random by rolling a D6:

  1. Bronze: You are a clockwork automaton. You gain a boost to Intellect and Strength. Your limbs feature retractable blades and buzz saws, which are natural weapons, and you have vulnerability against lightning damage. In addition, you can't swim. When immersed in water, you sink.

  2. Clay: You appear to be one of the common folk. You gain a boost to Strength and Will. With a pint of water and 1 minute of work, you can mold your face and other soft tissues. You can rearrange or obscure your distinctive features, but you can't change your apparent folk. However, too much water can harm you. For every gallon of water splashed on you, you take 1 acid damage. You also take this damage when you move into a body of water for the first time on a turn or start your turn there.

  3. Flesh: You are a nightmarish patchwork of bones and sinew. You gain a boost to Strength. In addition, you have immunity to lightning damage and resistance against necrotic damage.

  4. Glass: You are an obsidian effigy. You gain a boost to Intellect and Strength. Your razor-sharp limbs are natural weapons, and you have vulnerability against thunder damage. In addition, you can't swim. When immersed in water, you sink.

  5. Marble: You are a walking sculpture. You gain two boosts to Strength. Your heavy, stony limbs are natural weapons, and you have vulnerability against acid damage. In addition, you can't swim. When immersed in water, you sink.

  6. Straw: You are a spry scarecrow. You gain a boost to Agility and Will. Your splintery claws are natural weapons, and your movement speed increases by 1 square. In addition, you have vulnerability against fire damage.

Unchangeable Form: The sorcery that holds your body together makes you immune to any spell or magical effect that would alter your form. Furthermore, you can neither learn nor cast the Wild Shape spell.