Casu Martzu Golem
Large Construct
Hit Dice: 14d10+30 (107 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 23 (–1 size, +1 Dex, +13 natural), touch 10, flat-footed 22
Base Attack/Grapple: +10/+22
Attack: Slam +17 melee (2d10+8 plus infestation)
Full Attack: 2 slams +17 melee (2d10+8 plus infestation)
Space/Reach: 10 ft./10 ft.
Special Attacks: Infesting slam, larval eruption, living swarm, engulfing colony
Special Qualities: Construct traits, damage reduction 10/slashing, darkvision 60 ft., low-light vision, colony body, fast healing 5, immunity to cold, scent, softened by heat, swarm affinity
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 27, Dex 12, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Temperate farms, abandoned dairies, caverns, or any land
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 15–22 HD (Large); 23–32 HD (Huge)
Level Adjustment: —
Special Attacks
Infesting Slam (Ex)
Every successful slam attack coats the victim with dozens of magically animated cheese-skippers.
The target must succeed on a DC 24 Fortitude save or become infested.
An infested creature suffers:
- 1d6 points of damage at the beginning of each of its turns.
- A –2 penalty on attack rolls, saving throws, and Concentration checks due to the constant movement of the larvae.
The infestation lasts until removed by remove disease, heal, limited wish, wish, or by spending three consecutive full-round actions scraping away the larvae.
The save DC is Strength-based.
Larval Eruption (Ex)
Every 1d4 rounds, the golem may violently rupture portions of its body.
This releases a 15-foot-radius burst of enchanted larvae.
Creatures within the burst take 4d6 points of piercing damage as thousands of tiny jaws bite exposed flesh.
Those failing a DC 24 Reflex save also become infested.
Immediately after using this ability, the golem heals 10 hit points as fresh larvae rapidly reseal the ruptures.
Living Swarm (Su)
Once per day, the casu martzu golem may release part of its body as a Cheese-Skipper Swarm.
Use the statistics for a Spider Swarm with the following changes:
- Type changes to Vermin Swarm.
- Gains construct immunities granted by the golem's magic.
- Deals 2d6 damage.
- Automatically obeys the golem.
If destroyed, the swarm collapses into ordinary cheese within 1 minute.
Engulfing Colony (Ex)
If both slam attacks strike the same opponent during a full attack, the golem may immediately begin a grapple without provoking attacks of opportunity.
On a successful grapple check, the victim becomes trapped within a writhing mass of enchanted cheese and larvae.
While grappled:
- The victim takes 2d6+8 bludgeoning damage and 2d6 infestation damage each round.
- The victim is automatically considered infested.
The golem itself is not considered grappled.
Special Qualities
Construct Traits
A casu martzu golem possesses all construct traits.
Damage Reduction (Ex)
Damage reduction 10/slashing.
Colony Body (Ex)
The golem is sustained by countless enchanted larvae continually rebuilding damaged portions.
Whenever it suffers a critical hit (normally negated by construct traits), instead remove 1 point of natural armor until the end of combat as the colony shifts to repair the damage.
Fast Healing (Ex)
The colony continuously repairs damage.
The golem gains fast healing 5.
Fire damage suppresses this ability for 1 round.
Swarm Affinity (Ex)
All vermin and vermin swarms are automatically indifferent toward the golem unless magically compelled otherwise.
Immunity to Cold (Ex)
Cold merely slows the larvae without harming them.
Scent (Ex)
The pungent aroma grants the scent special quality.
Softened by Heat (Ex)
Whenever the golem takes 10 or more fire damage from a single attack:
For the next 3 rounds:
- Natural armor decreases by 2.
- Fast Healing increases to 10 as the larvae become hyperactive.
- Every creature striking the golem with a natural weapon or unarmed strike must succeed on a DC 22 Reflex save or become infested.
Additional fire damage refreshes the duration.
Description
A casu martzu golem is perhaps the most disturbing creation ever produced by the eccentric tradition of cheesemancy. At first glance it resembles a hulking humanoid sculpted from enormous wheels of pale, partially decomposed cheese, its body sagging in places beneath an oily sheen. Closer inspection reveals that the surface is never truly still. Tiny ripples course beneath the rind, minute fissures open and close of their own accord, and countless enchanted larvae constantly tunnel through the construct before vanishing back beneath its soft exterior.
Unlike other cheese golems, the casu martzu golem is not animated solely by magic infused into dairy. Instead, powerful transmutation binds together the cheese and the colony living within it into a single magical organism. Neither the cheese nor the larvae could survive independently for long, yet together they form a remarkably resilient guardian capable of rebuilding itself even as it fights.
The construct advances with ponderous confidence, seemingly unconcerned by the writhing movement beneath its own skin. Every heavy footstep leaves behind small fragments of cheese that immediately begin crawling back toward the golem, carried by hundreds of determined larvae. Opponents often find the sight more unsettling than the golem's tremendous physical strength.
The most horrifying aspect of a casu martzu golem is the sound. Rather than the grinding of stone or the creaking of wood common to other constructs, it emits a faint, constant rustling punctuated by soft clicking noises from the countless tiny creatures maintaining its body. Those who survive an encounter often claim they continued hearing that sound in their dreams for weeks afterward.
Lore
Among cheesemancers, the creation of a casu martzu golem is widely regarded as the final examination of one's craft. It requires mastery of construct animation, advanced transmutation, vermin handling, and preservation magic, all performed in perfect harmony. Most apprentices wisely choose to specialize in cheddar instead.
Legends claim the first casu martzu golem was created accidentally when a master artificer refused to discard a prized wheel that had become infested during the aging process. Rather than destroy years of careful work, the wizard attempted to preserve both the cheese and its unexpected inhabitants through magic. The resulting construct proved so astonishingly durable that the "mistake" soon became one of the most difficult—and controversial—techniques in cheesemancy.
Opinions differ sharply regarding these creations. Some scholars consider them masterpieces of magical ecology, arguing that they blur the traditional distinction between construct and living colony. Others insist they should never have existed at all, citing their unnerving behavior and uncanny resilience. Even experienced adventurers who have faced dragons and liches often admit that watching chunks of animated cheese crawl back together under the guidance of thousands of tiny larvae ranks among the most unsettling sights they have ever witnessed.
Despite their fearsome reputation, casu martzu golems remain extraordinarily rare. Few artificers possess the patience to cultivate the required colony, and fewer still have the fortitude to stand nearby while performing the months-long ritual of animation. Those who succeed seldom advertise their accomplishment, perhaps wisely recognizing that some masterpieces are best appreciated from a considerable distance.




