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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After being shackled up, Eya looks around at the others in the cell with her. She looks to Kiven first and says, "Aloro, your brother seems like a real ass. I wouldn't mind adding him to my rapidly growing list of shitstains to kill. I'll help, but only if I get the ears after."

Eya then inspects her shackles and tests their strength a little. She scoffs, "They expect these to hold her?" She looks to Jesla, "You there, warrior of Gorum, God of Battle and Lord in Iron. Jesla, right? That's what they called you earlier. Listen Jesla, I can tell just by looking at these chains that they are far too weak to hold you. BUT, if you attempt to break free right now, you would alert the guards immediately from the noise." Eya nods in the direction of the guards down the hallway, then continues, "If you're serious about bathing in their blood, which, by the way, is a favorite pastime of mine, then bide your time for now and wait for the right moment. Side note, blood bathing is actually good for the skin. It keeps the aging down. It's a shame we can't flay them alive too though; we don't have the luxury of time." Eya sighs, seemingly disappointed.

"You all might be wondering why they went through the trouble of branding us if they're just planning to execute the majority of us tomorrow. Well, the branding iron the used had magical runes inscribed on it. You saw them too, right Aloro? Anyway, the scar created by that magical branding iron is permanent and no amount of healing can make it go away. Essentially, they didn't just brand our physical bodies, but our souls as well. You could cut off your arm, regrow it with magic, and the brand would be right back there again. Why do they do this you might ask? Perhaps it's to humiliate us, to brand us forever as the Other, the Forsaken. That's their terminology, not mine. But perhaps that's only part of the reason."

"So, why am I telling you all this? Because I think we can all break out of this place if we play our cards right and work together. I'm Eya by the way."

Out of Character: Probably obvious but Eya keeps her voice low enough so that the guards can't hear but loud enough for the others in the cell to hear.

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