# Golem, Chain >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >chainsMelee/Ranged: +11/+10 > >Secondary: +6/+5 > >Multiattack: +9/+8 > >M/R_PA: +11/+10 > >2nd/PA: +6/+5 > >MA_PA: +9/+8 > >Itterative: 2 > > xDmg:: Str: +4; Str2: +6; StrOH: +2; StrPA: +4; StrPA2H: +6; StrPAOH: +2 > > xDCs:: Str: 17; Dex: 16; Con: 13; Int: 13; Wis: 13; Cha: 8 > > xFeat:: —/0 (0) > > > > > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Chain Golem</div> <div class="CR">CR 5 (1,600 XP)</div> <div class="SOU">Monster Manual</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Medium Construct **Init** +3 **Perception** +0 #### defense **AC** 21, 13 touch, 18 flat-footed (+3 Dex, +8 natural) **hp** 55 (7d10+20) **Fort** +2, **Refl** +5, **Will** +2 **Feint** —, **Demoralize** — **Immune** magic #### offense **Speed** 30 ft. (cannot run) **Melee** 2 chains +11 (1d8+4 plus wounding) **Space** 5 ft., **Reach** 10 ft. **Special Attacks** chain barrier, resistance to ranged attacks, wounding #### statistics **Str** 18, **Dex** 17, **Con** —, **Int** —, **Wis** 11, **Cha** 1 **BAB** +7, **CMB** +11, **CMD** 24, **TA** +11, **RTA** +10 **Skills** Perception +0 **Languages** #### special abilities ### Chain Barrier (Ex) As a full-round action, a chain golem can surround itself with a whirling, slicing shield of chains, similar in effect to a blade barrier spell. Anyone adjacent to a chain barrier must succeed at a DC 17 Reflex save or take 7d6 points of damage. Any creature or object entering or passing through such a barrier automatically takes that amount of damage. The chain barrier moves with the golem and grants +4 cover bonus to AC. Maintaining the barrier once it has been activated is a standard action. ### Resistance to Ranged Attacks (Su) A chain golem gains a +2 resistance bonus on saving throws against ranged spells or ranged magical attacks that specifically target it (except ranged touch attacks). A chain golem typically uses its long reach to grab at foes and knock them to the ground. Then it activates its vicious chain barrier to shred the fallen creature's flesh. ### Wounding (Ex) A wound resulting from a chain golem's chain rake attack bleeds for an additional 2 points of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 4 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 10) or the application of a cure spell or some other healing spell (heal, healing circle, or the like).: A chain golem is immune to all spells, spell-Like Abilities, and supernatural effects except as follows. An electricity effect slows it (as the slow spell) for 2 rounds (no saving throw). A fire effect breaks any slow effect on the chain golem and cures 1 point of damage for each 2 points of damage it would otherwise deal. A chain golem gets no saving throw against fire effects.