Dune Golem
Large natural animate (construct)
Level 13 Elite Soldier XP 1600

HP 184; Bloodied 92Initiative +8
AC 29, Fortitude 25, Reflex 26, Will 24Perception+7
Speed 5, burrow 5 (loose earth only)Darkvision
Immune disease, poison, sleep; Resist half damage from melee and ranged attacks
Saving Throws +2; Action Points 1


Gusting Sands Aura 2

Squares within the aura are difficult terrain for enemies. Whenever any enemy attempts to stand up while within the aura, it must make a saving throw. On a failed saving throw, the enemy remains prone and loses the action it used to try to stand.


When the golem moves, it pulls with it any creature grabbed by it. In addition, the creature remains grabbed, and the golem does not provoke an opportunity attack from the grabbed creature.

Standard Actions

Slam At-Will

Attack: Melee 2 (one creature); +18 vs. AC

Hit: 3d8 + 8 damage, and the golem can grab the target if the golem has fewer than two creatures grabbed.

    Sustain Free: The golem sustains each of its grabs.

Double Attack At-Will

Effect: The golem uses slam twice. If both attacks hit, the target or targets of the attacks fall prone.

Move Actions

Shifting Sands At-Will

Effect: The golem shifts its speed. It ignores difficult terrain and can move through enemies’ spaces during the shift. The golem can instead shift half its speed to also be phasing during the shift. While phasing, it can move through blocking terrain only if that terrain contains a hole or crack that allows air through.

Minor Actions

Engulf At-Will (1/round)

Attack: Melee 2 (one creature grabbed by the golem); +14 vs. Fortitude

Hit: 1d10 + 6 damage, and the target takes ongoing 15 damage until the grab ends.

Str 24 (+13)                Dex 15 (+8)                Wis 13 (+7)
Con 19 (+10)                Int 3 (+2)                Cha 3 (+2)

Alignment Unaligned        Languages -

Published in Dark Sun Creature Catalog, page(s) 57.