Living Idol
Large Construct

Hit Dice: 9d10 (50 hit points)
Initiative: +0
Speed: Varies
AC: 16 (-1 size, +7 natural armor)
Attacks: Slam +13
Damage: Slam 2d8 + 8
Face/Reach: 5 ft/ 10 ft
Special Attacks: Dominate
Special Qualities: Damage reduction 15/+3; Empathy, Weathering, Movement, Sacrificial Powers; Superior Enchantment Retention; Movement
Saves:   Fort +4, Ref +2, Will +4
Abilities: Str 27 (+8) Dex 10 Con – Int 4  Wis 4  Cha 26 (+8)
Skills: None
Feats: None

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 3
Alignment: Varies by cult
Advancement: 10-12 HD (Large); 13-20 HD (Huge); 21-25 HD (Gargantuan); 26-27 Hit Dice (Colossal)  (increase CR by 1 for every three additional HD)

Living idols are moving stone statues, remnants of ancient, forgotten empires and religions.  They often inspire strange cults which are opposed by even the most pragmatic of modern faiths.

Living idols appear to be very large stone statues, usually representing some animal, death, elemental spirit, or healer.  All show signs of heavy weathering and erosion, their once smooth surface riddled with small cracks, pock marks, and holes.  Some living idols are no longer completely intact, missing an arm, leg or other appendage.  A few are so ancient as to be little more than weathered standing stones.

Living idols exist for one purpose and that is to be worshipped as a deity in their own right.  They draw power from the number of sacrifices made in their honor and can perform a potentially beneficial side effect in return for a weekly sacrifice.

Combat
While not entirely sentient, all living idols are imbued with a strong instinct for self preservation.  They fight as automatons, with little strategy beyond eliminating any opponents capable of harming them.  Those with at least one appendage get a slam attack.

Domination (Sp): The idol charms those that approach (Will save, DC 10 + ˝ HD + Cha modifier) and force them to do their bidding and worship them.  If a cult is currently worshipping the idol and providing weekly sacrifices, the DC is +4.  Animal type idols charm those who come within 100'.  Death type idols charm those who touch them (DC +4), Elemental idols charm those intent on harming it that come within 30'.  Healing idols only attempt to dominate those with harmful or destructive intentions (DC +2).

Empathy (Su): All living idols can communicate using empathy.  They make it immediately clear to worshippers whether or not they find a particular sacrifice pleasing and appropriate.

Weathering (Ex): Depending on weathering, living idols’ hit dice modifier varies from –8 (a featureless hunk of rock) to +8 (hardly affected by the ravages of time). 

Movement (Su): Idols with two or more appendages still intact are capable of moving at a rate of 15 ft.; those with one appendage drag themselves along at a rate of 5 ft. 

Sacrificial Powers (Sp): Long-forgotten, ancient religions are thought to be responsible for the creation of living idols.  Now these religions are reduced to small cults, existing only because of the idols' ability to charm passers-by.  In the most general of terms, cults are known to worship either animals, death, elemental forces, or healing.  The DM should feel free to create personalized cults for his campaign.  These are sample powers.
          
Animal Cults: Usually vermin or pest type animals.  The alignment of these idols is Lawful Neutral.  These idols require a small and slightly valuable sacrifice of gold, gems or jewelry (usually of no more than 25 gp value).  The side effect is an aura of protection against the type of animal depicted by the idol for up to a one mile radius.  The major power also relates to the type of animal depicted by the idol (rat idols will cure disease, scorpion idols will cure poison, etc).  Living animal idols cannot use its powers more than once per day.  These foster small to medium sized cults of 20-200 worshipers.  The major power of the idol is considered to be a boon to the followers, and not to be shared with outsiders.
          
Death Cults: These cults are centered around a horrible and grotesque idol, usually in the form of a man-eating monster or undead.  The alignment of these idols is neutral evil.  Outsiders are sacrificed to this idol, however low-ranking members of the cult will do.   The side effect of joining the cult is that all members cease aging for as long as the idol is satisfied.  The major power of these idols is to endow the cult "priest" (not necessarily a cleric) with the ability to cast a powerful necromantic spell once per week.  Large, established cults (200-500+ members) often attract sentient undead, especially vampires, who quickly rise to the "priest" status and use the cult members to feed their own, and the idol's, appetite.
          
Elemental Cults: These idols are often in the form of a faceless man.  The alignment of these idols is Chaotic Neutral.   The substance of the sacrifice (100 gp value) and the idol's protective side effect depends on the element represented by the idol.  Earth idols require gems and offer protection from earthquakes.  Fire idols require rare woods and protect from uncontrolled fires.  Water elemental idols require aromatic oils and offer protection from tidal waves and flooding.  Air idols require exotic perfumes, and offer protection from whirlwinds and sandstorms.  The major power of these statues is to summon a 12 HD elemental of the appropriate planes, one per week, to perform a specific task for the individual who made the sacrifice.  These types do not generally generate charmed cults.
           
Healing cults: The idols are neutral good and represent a kind, gentle figure.  These idols thrive on a sacrifice of beauty, praise, and thanksgiving, feeding on the positive energy generating in worship.  As a side effect, these statues radiate protection from evil in a 100' radius.  The maiden statues are known to heal, while the old man statues can control weather, bringing rain in times of drought usually.  A living idol of this type can use its major power once per day.

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