Dungeons and Dragons Golem 3.5 PBP RPG

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Golem

Mithral Golem

Adamantine Golem

Huge Construct

Huge Construct

Hit Dice:

36d10+40 (238 hp)

54d10+40 (337 hp)

Initiative:

+4 (Dex)

-1 (Dex)

Speed:

40 ft.

20 ft. (can't run)

Armor Class:

42 (-2 size, +4 Dex, +26 natural, +4 haste), touch 16, flat-footed 38

37 (-2 size, -1 Dex, +30 natural), touch 7, flat-footed 37

Base Attack/

Grapple:

+27/+49

+40/+68

Attack:

Slam +39 (4d10+14) melee

Slam +58 (6d10+20) melee

Full Attack:

2 slams +39 (4d10+14) melee

2 slams +58 (6d10+20) melee

Space/Reach:

15 ft./15 ft.

15 ft./15 ft.

Special Attacks:

-

Trample

Special Qualities:

Construct traits, magic immunity, damage reduction 15/epic and adamantine, alacrity

Construct traits, magic immunity, damage reduction 20/epic and adamantine

Saves:

Fort +12, Ref +16, Will +12

Fort +18, Ref +17, Will +18

Skills:

Jump +18

Jump +14

Abilities:

Str 39, Dex 19, Con -, Int -, Wis 11, Cha 1

Str 51, Dex 9, Con -, Int -, Wis 11, Cha 1

Environment:

Any land

Any land

Organization:

Solitary

Solitary

Challenge Rating:

21

25

Treasure:

None

None

Alignment:

Always neutral

Always neutral

Advancement:

37-54 HD (Huge); 55-72 HD (Gargantuan)

55-82 HD (Huge); 83-108 HD (Gargantuan)

Mithral Golem

A mithral golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. Unlike most golems, it can run just as well as a normal creature.

A mithral golem's natural weapons are treated as epic for the purpose of overcoming damage reduction.

Combat

Alacrity (Su): Once per round, the mithral golem may take an extra standard action (either before or after its other actions in the round).

Magic Immunity (Ex): A mithral golem is immune to all magical and supernatural effects, except as follows. A slow spell negates its alacrity for 1d4 rounds, while a haste spell restores 1d6 hit points per level of the caster (maximum 10d6) or restores its alacrity, if previously negated by a slow spell. Multiple slow spells simply extend the duration of the effect.

Construction

A mithral golem's body is sculpted from 8 1/2 tons of pure iron and is then polymorphed into mithral (using polymorph any object). A mithral golem costs 250,000 gold pieces to create, which includes 5,000 gp for the body. Assembling the body requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC 30). The creator must be 25th level, have the Craft Epic Magic Arms and Armor feat, and be able to cast arcane spells. Completing the ritual drains 5,000 XP from the creator and requires geas/quest, haste, and wish.

Adamantine Golem

An adamantine golem cannot speak or make any vocal noise, nor does it have any distinguishable odor.

An adamantine golem's natural weapons are treated as epic for the purpose of overcoming damage reduction.

Combat

Trample (Ex): As a standard action during its turn each round, the adamantine golem can literally run over an opponent at least one size category smaller than itself. The trample deals 8d10+30 points of bludgeoning Damage. Trampled opponents can either attempt attacks of opportunity at a -4 penalty or Reflex saves (DC 57) for half Damage. The DC is Strength-based.

Magic Immunity (Ex): An adamantine golem is immune to all magical and supernatural effects.

Construction

An adamantine golem's body is sculpted from 45,000 pounds of pure iron and is then polymorphed into adamantine (using polymorph any object). The golem costs 500,000 gold pieces to create, which includes 25,000 gp for the body. Assembling the body requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC 40). The creator must be 30th level, have the Craft Epic Magic Arms and Armor feat, and be able to cast arcane spells. Completing the ritual drains 10,000 XP from the creator and requires crushing hand, geas/quest, and wish.


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"As you wish, be prepared, and stand back a bit, the heat from this trick is considerable." Silas causes his greatsword to disappear again, and shifts his left hand into that of a golden dragon. He utters a few words and the clawtips start glowing. Scraping them along the face of the stone wall, the rock starts melting. Flowing away from his paw, the hot molten rock resolidifies along the face of the tunnel, and out of your way, cooling much more rapidly than would be natural. Within a few moments, the heat near the wall is bearable again.

A few wisps of smoke rising from his clothes, Silas returns his hand to normal steps through the hole he made carefully. Around a dozen dead dwarves lie about, including the one Fay had trapped in red hot armor, and you can hear their companions retreating down the tunnel ahead.

In the brief time he had to search, Cratol found a purse with about 51 gold worth of assorted coins, an intriguing small mithral casket with a lock, and a bottle of what looks to be high proof alcohol of some kind. If he wishes to bother with such things, there are also a good number of duergar crafted weapons that can be snatched up freely.

Out of Character: Note, this would be the first real evidence anyone but Velon has seen that Silas isn't just some sorcerer putting you on about his nature, though that isn't entirely conclusive either.

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