# Golem, Grave Dirt >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >slams: 1d6 (×2) > >Melee/Ranged: +16/+9 > >Secondary: +11/+4 > >Multiattack: +14/+7 > >M/R_PA: +16/+9 > >2nd/PA: +11/+4 > >MA_PA: +14/+7 > >Itterative: 3 > > xDmg:: Str: +6; Str2: +9; StrOH: +3; StrPA: +6; StrPA2H: +9; StrPAOH: +3 > > xDCs:: Str: 21; Dex: 14; Con: 15; Int: 15; Wis: 15; Cha: 10 > > xFeat:: —/0 (0) > > > > > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Grave Dirt Golem</div> <div class="CR">CR 9 (6,400 XP)</div> <div class="SOU">Libris Mortis</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Large Construct **Init** –1 **Perception** +0 #### defense **AC** 20, 8 touch, 21 flat-footed (-1 Dex, +12 natural, –1 size) **hp** 85 (11d10+30) **Fort** +3, **Refl** +2, **Will** +3 **Feint** —, **Demoralize** — **DR** 5/adamantine and bludgeoning **Immune** magic #### offense **Speed** 20 ft. (cannot run) **Melee** 2 slams +16 (1d6+6 plus soiled wound) **Space** 10 ft., **Reach** 10 ft. **Special Attacks** berserk, immunity to magic, soiled wound #### statistics **Str** 23, **Dex** 9, **Con** —, **Int** —, **Wis** 11, **Cha** 1 **BAB** +11, **CMB** +18, **CMD** 27, **TA** +16, **RTA** +9 **Skills** Perception +0 **Languages** #### special abilities ### Berserk (Ex) When a grivedirt 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. It takes 1 minute of inactivity by the golem to reset the golem's berserk chance to 0%. ### Immunity to Magic (Su) A grave dirt golem is immune to spells, spell-like abilities, and supernatural effects, just as if the attacker had failed to overcome spell resistance. The only exceptions are as follows: A move earth spell drives the grave dirt golem back 120 feet and deals 3d12 points of damage. A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage. An earthquake spell cast directly at a grave dirt golem stops it from moving on its next turn and deals 5d10 points of damage. The golem receives no saving throw against any of these effects. Any magical attack against a grave dirt golem that deals electricity damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points that last for up to 1 hour. A grave earth golem receives no saving throw against magical attacks that deal electricity damage. ### Soiled Wound (Ex) The wound inflicted by a grave dirt golem is caked with grave dirt. Suffused with negative energy, the soiled wound deals an extra 2d4 points of negative energy damage on the round subsequent to its delivery, after which the dirt in the wound becomes inert. No one likes to be hit by a grave dirt golem because its filth fouls the wounds of its enemies.