The wicker golem appears in Shards of the Broken Sky, where it’s one of several golems performing various magical maintenance functions. But its inspiration, of course, is the 1973 British horror film The Wicker Man—making it a great monster for a creepy adventure set deep in the High Druid’s woods, where the people still hold fast to the Old Ways…
It burns well, you’d just better hope you are not inside it at the time. Some use wicker golems as a means of capturing rather than killing, others to sacrifice their enemies mid-battle.
Huge 0 level wrecker [CONSTRUCT]Initiative: +4
Wicker hands +5 vs. AC (two attacks)—5 damage. If at least one attack hits a target, the target is grabbed.
Entrap: If a grabbed target does not escape the grab by the end of its next turn, the golem stuffs the target into its body cavity. Once a target is in the golem’s body cavity, it moves with the golem until it escapes and is stuck, dazed, and unable to affect anything except the wicker golem. The target also takes any fire damage the wicker golem takes. If the target deals 5 or more damage with an attack, the golem’s body cavity briefly pops open and the target can make a disengage check to try to escape.
Golem immunity: Wicker golems are immune to effects. They can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage (except fire damage).
Burning man: Whenever the wicker golem takes fire damage, it also takes 5 ongoing fire damage. While the wicker golem takes ongoing fire damage, a natural even hit with wicker hands does the same amount of ongoing fire damage to its target.
Deliberate conflagration: If the golem has an enemy trapped inside, it may set itself on fire (5 ongoing fire damage) at any time.
Blood sacrifice: If a non-mook creature is reduced to 0 hp while within the golem’s body cavity, the golem immediately heals to 55 hp.
PD 14 HP 55
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