The Golems of the Abandonment

The golems are divided into five castes. Copper Golems are the basic workers and miners, aided by Brass golems for heavy lifting and for dragging the ore back to the smelters. Bronze golems run the refineries and smelting plants and also make new golems. Silver golems are the guards and watchmen of the golem mines, while the Gold golems act as overseers and engineers.

The golems of abandonment share the following statistics (caste variations are noted in parentheses):

Copper Golem

Large Construct Hit Dice: 18d10+30 (129 hp) Initiative: -1 (Dex) Speed: 20 ft. (4 squares) Armour Class: 30 (–1 size, –1 Dex, +22 natural (Brass: +30 natural) touch 8, flat-footed 30 Base Attack Bonus/Grapple: +12/+28 Attack: Slam +23 melee (2d10+11) Full Attack: 2 slams +23 melee (2d10+11) Space/Reach: 10-ft./10-ft. Special Attacks: (Silver: Breath weapon) Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision (Bronze: Craft golem) Saves: Fort +6, Ref +5, Will +6 Abilities: Str 33 (Brass: Str 40), Dex 9, Con —, Int —, Wis 11 (Silver: Wis 15), Cha (Gold: Cha 15) Climate/Terrain: Any Organisation: Solitary or gang (2–4) Challenge Rating: 13 Treasure: None Alignment: Always neutral Advancement: 19–24 HD (Large); 25–54 HD (Huge)

The golems have humanoid bodies made of metal, either copper, brass, bronze, silver or gold. Silver golems often carry a short sword in one hand. All golems are 12 feet tall and weigh about 5,000 pounds.

The golems of abandonment cannot speak or make any vocal noise, nor do they have any distinguishable odour. They move with a ponderous but smooth gait, each step causing even the floor of the Plane of Earth to tremble.


Breath Weapon (Su): Silver golems can expel a cloud of poisonous gas that fills a 10-foot cube and lasts 1 round. They may vomit up a poisonous cloud as a free action once every 1d4+1 rounds; initial damage 1d4 Constitution, secondary damage 3d4 Constitution, Fortitude (DC 19) negates. The save DC is Constitution-based.

Craft Golem: Bronze golems can create other golems of any caste without having to expend money, magic or experience. It takes a bronze golem 100 days to make a golem, although up to five bronze golems can work together.

Immunity to Magic (Ex): All golems are immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals electricity damage slows a golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack 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. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. A golem gets no saving throw against fire effects.

All golems of abandonment are immune to rust attacks, such as that of a rust monster or a rusting grasp spell.


Medium Outsider (Earth) Hit Dice: 3d8+6 (21 hp) Initiative: +0 Speed: 30-ft. Armour Class: 20 (+10 natural armour), touch 10, flat-footed 20 Base Attack Bonus/Grapple: +3/+5 Attack: Claw +5 melee (1d4+3) or magic stone +4 ranged (1d6+1) Full Attack: Two claws +5 melee (1d4+3) or magic stone +4 ranged (1d6+1) Space/Reach: 5-ft. /5-ft. Special Attacks: Spell-like abilities Special Qualities: Stoneskin, Vulnerability to Sonics, Tremorsense Saves: Fort +7, Ref +4, Will +5 Abilities: Str 14, Dex 10, Con 15, Int 8, Wis 13, Cha 12 Skills: Concentration +6, Craft (stone) +4, Hide +6, Knowledge (architecture & engineering) +4, Listen +6, Move Silently +6, Spot +6 Feats: Craft Construct, Improved Natural Armour Climate/Terrain: Plane of Earth Organisation: Listening Post (2-5) or Tribe (20-50, + 1d4 Clay Golems) Challenge Rating: 5 Treasure: Double Standard Alignment: Always lawful neutral Advancement: By character class

This creature looks like a half-finished statue; a face and limbs emerge randomly from a lump of uncut stone.

Seisants are a race of creatures created to tend the stone. They seem to be intermediaries between elementals and a ‘true’ race; they have much more individuality and a distinct lifecycle, but are still born from stone. They have great command over stone, a power they attribute to the attention they pay to the song of the earth. To the seisants, the whole world is singing. Their tribes criss-cross the tunnels of the Earth Plane, looking for particularly harmonic places from which to listen.

Seisant travellers to other worlds are rare, although some tribes specialise in visiting other realms to compare notes. Seisants speak a variant of Terran. Their favoured class is cleric.


Seisants only attack those who interfere with their listening to the song of the earth. However, ‘interference’ can take many different forms – just talking in the wrong corridor or digging in the wrong spot can warp the symphony of the stone and anger the seisants.

Craft Golem: Seisants can create clay golems without having to expend money, magic or experience. It takes a seisant 100 days to make a golem, although up to five seisants can work together. The golems are magically altered to be almost totally silent (Move Silently +10).

Stoneskin (Su): Seisants have an outer shell identical to the effects of a stoneskin spell. If this shell is removed (see below), it takes 1d4 weeks to regrow.

Vulnerability to Sonics (Ex): Seisants must make a Fortitude save when exposed to any sonic damage. The DC for this save is equal to 10 + the damage dealt. If the save is failed, the seisant’s outer shell cracks and sloughs off, removing their stoneskin ability.

Tremorsense (Ex): Seisants can sense the location of any creature in contact with the stone within a range of 120 feet.

Spell-like abilities (Sp): At will: magic stone, passwall, stone shape, stone tell. 3/day: wall of stone, spike stones. 1/day: summon nature’s ally IV (earth elemental only). All spells are cast as if by a 6th level cleric, and the save DC is 14 + the spell level.

Skills: Seisants have a +4 racial bonus to Craft (stone) and Knowledge (architecture & engineering) checks. They have a +4 racial bonus to Hide and Listen checks, but only when on the Plane of Earth.