Wednesday, April 7, 2010

Tiki Golem

The tropical grove was ringed by torches that burned around its perimeter.  The lizardman champion who lead the raiding group let his gaze sweep the clearing.  A vine covered stone ruin sat quietly, watched over by a carved wooden figure stained in garish colors.   With a flick of his tail, the champion ordered his pack into the ruins to reclaim what was rightfully theirs.  The fastest two of his pack slipped past the statue and were entering the doorway to the ruin when a torch flared.  As quick as a flash the statue lashed out with it's shark teeth edged club striking down one of his finest warriors in a single blow. 

Tiki Golem
(Rules Cyclopedia)
Armour Class: 3
Hit Dice: 6* (L)
Move: 120' (40')
Attacks: 1 sword
Damage: 2d8
No. Appearing: 0 (1)
Save As: F5
Morale: 12
Treasure Type:  nil (special)
Alignment: Neutral
XP Value: 500

This wooden construct is stands approximately 8 feet tall and is colored with magical stains.  They move stiffly, with a penalty of -1 on initiative rolls. They are immune to all cold-based attacks and all missile fire, including magic missile spells.  While Tiki almost never have treasure of their own, they are most often set to guard sacred places where treasure often resides.

Tiki Golem
AC: 18
HD: 6d12
HP: 40
Initiative: -1
2 Sword +7 (2d8), construct, magic immunity, DR 10/+1, immunity to cold & piercing weapons


  1. Nice guardian beast. Stuff with a tropical flare seems pretty uncommon, thanks for sharing!

  2. I saw this mini and just had to have him. It was a blast to paint up, and I figured that I'd stat it up and share!

  3. As a recent victim of Treasure Isle on Facebook I have been thinking of converting some of the tiki statues (which are magic items, not monsters).

    Very nice write-up.