Alot of noob questions. [Archive] - Wizards Community

Post/Author/DateTimePost
fhost_the_betaryer

11-04-06, 02:14 PM
iam a new DM and iam trying to make a monster but dont no how. the monster iam trying to make is a colossal stone golem. how do i make it stats?
Khael

11-04-06, 02:21 PM
Okay, what do know about what your doing firstly?
Because there is the Greater Stone Golem out of the monster manual which is huge, but a CR 16, so I wonder if you are new, why are you making such a high level monster?
fhost_the_betaryer

11-04-06, 04:49 PM
my friends are a lvl 10 and need a high lvl monster to kill. and it fit with my story.
Khael

11-04-06, 06:00 PM
You'll have a problem then. Unless your friends are powerful for their levels, a colossal golem will kill them. The greater one (huge size) is meant for 16th level guys to face, and that by itself. A colossal one will be much stronger, and probably kill them each in about two rounds if it gets lucky, since the greater golem deals some 30 damage in a blow.
A colossal one will deal some 50 average by my maths, probably kill one or two, then the party will be in range to fight in melee. Simply put in a close-combat fight a colossal creature gets a 6 square range to attack in. Thats the same as the distance a human can move normally.

In other words give them the 9ft CR 11 one to face, but just say it's 12ft or something, or you could give them two normal golems to fight instead. Unless you play badly, my guess is the CR 16will kill them. If that doesn't, while being played straight, I wouldn't think a golem would do the trick anyway.
fhost_the_betaryer

11-04-06, 06:34 PM
well....it a guardian of a city. And there is a army of Balors that threatens the city and they need to summon the stone guardian within 10 rounds. I change the fact that the guardian turns on them
Khael

11-04-06, 07:13 PM
Ahhh... A colossal Golem will be killed. Armies of Balors are powerful. They were meant to give level twenty parties decent fights alone. That golem will be destroyed, before it gets to fight the PCs.
And sohould it even be able to kill a few Balors, those deaths will destroy it, since they deal 50-100 damage on death. If I had to guess about 5 Balors could kill a colossal golem.

If you really have to use Balors, make the guardian a one-shot spell that destroys/banishes all but one Balor, and then let it kill the party. Because it will unless you do something like make it miss all the time, roll 1s on damages etc.
fhost_the_betaryer

11-04-06, 07:31 PM
not really balors just something in the demon famly or a retriever the point is the colossal Golem is a NPC on the player side i just need the stats for now or how to make or upgrade a monster
Khael

11-04-06, 07:37 PM
In that case you don't need them. If its a end-game thing, it's best to just say it wins, and add in some descriptive fighting. If you end up rolling, it will lose in the end to an army. And if there's only one or a few demons, the golem will win anyway.

Unless you intend to have the PCs fight it, its best to let it be a win, other wise you get a long ending scene where the PCs do nothing (which will be boring for the players).
Best to let the pCs win the game themselves in a long fight, or use a DM Ex Machina (Act/will of DM) like the golem to win in a short description.
fhost_the_betaryer

11-04-06, 08:21 PM
i just need to know how to make a monster that all. as for the army there going to just get killed by the golem. iam going to make it so the PCs get to fight there going to fight kobal guarding the item that they need to summon the golem. but not fight the army. and the army is just orcs it sound easyer
Khael

11-05-06, 04:49 AM
You're not going to be making a monster, you'll be advancing for this since stone golem rules already exist, though really you shouldn't roll the attacks for this in the game, since after the PCs beat the kobold it will be a long boring wait.

This is the greater stone golem, from the SRD/MM

Greater Stone Golem
Huge Construct
Hit Dice: 42d10+40 (271 hp)
Initiative: -2
Speed: 20 ft. (4 squares)
Armor Class: 27 (-2 size, -2 Dex, +21 natural), touch 6, flat-footed 27
Base Attack/Grapple: +10/+23 +31/+52
Attack: Slam +42 melee (4d8+13)
Full Attack: 2 slams +42 melee (4d8+13)
Space/Reach: 15 ft./15 ft.
Special Attacks: Slow
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +14, Ref +12, Will +14
Abilities: Str 37, Dex 7, Con Ø, Int Ø, Wis 11, Cha 1
Skills: — —
Feats: — —
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 16
Treasure: None
Alignment: Always neutral
Advancement: 22-42 (Huge) —
Level Adjustment: —

Slow (Su)
A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 31 Will save to negate. The save DC is Constitution-based.

Immunity to Magic (Ex)
A stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.

A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.


Now then, first we decide what HD to add, theres no guidelines for putting it to this size so I'm guessing another 40 HD are needed giving this:

City Guardian
Colossal Construct
Hit Dice: 82d10

Becasue the guardian is a construct, it gains bonus Hitpoints based on size, in this case 80, giving

City Guardian
Colossal Construct
Hit Dice: 82d10+80

Now its moving from a huge to a colossal size so it's stats change from this to give it an extra +16 strength, -4 dex, +9 nat AC and -6 to AC and attack rolls added to its previous bonus/penalties.

Being a construct it's attack is equal to 3/4 of it's HD dice giving us a monster with an attack of +60, and its grapple is affected by the new size, becoming a +16, and adding its new strength mod of +21 to that giving it a +37 grapple before attack bonus.
It's damage also moves up from 4d8 to 6d8 giving us this:

City Guardian
colossal Construct
Hit Dice: 82d10+80
Speed: 20 ft. (4 squares)
Armor Class:26 (-8 size, -6 Dex, +30 natural), touch -4, flat-footed 26
Base Attack/Grapple: +60/+97
Attack: Slam +73 melee (6d8+21)
Full Attack: 2 slams +73 melee (6d8+21)

It's newsize also affects it's stats and size.
For size it's moving up to colossal means it now stand at least 64ft tall, and gains a space of 30 foot doubling from its old along with it's reach. It also gains the +16 strength and -4 dex.

Space/Reach: 30 ft./30 ft.
Abilities: Str 53, Dex 3, Con Ø, Int Ø, Wis 11, Cha 1

Increasing it's saves a bit, that gives us this beastie:

City Guardian
colossal Construct
Hit Dice: 82d10+80 (531 average)
Speed: 20 ft. (4 squares)
Armor Class:26 (-8 size, -6 Dex, +30 natural), touch -4, flat-footed 26
Base Attack/Grapple: +60/+97
Attack: Slam +73 melee (6d8+21)
Full Attack: 2 slams +73 melee (6d8+21)
Space/Reach: 15 ft./15 ft.
Special Attacks: Slow
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +19, Ref +15, Will +19
Abilities: Str 53, Dex 3, Con Ø, Int Ø, Wis 11, Cha 1
Skills: — —
Feats: — —
Environment: City
Organization: Solitary
Treasure: None
Alignment: Always neutral

Slow (Su)
A City guardian can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 31 Will save to negate. The save DC is Constitution-based.

Immunity to Magic (Ex)
A city guardian is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A transmute rock to mud spell slows a city guardian (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.

A stone to flesh spell does not actually change the guardian’s structure but negates its damage reduction and immunity to magic for 1 full round.
Righter8

11-05-06, 07:52 AM
i just need to know how to make a monster that all. as for the army there going to just get killed by the golem. iam going to make it so the PCs get to fight there going to fight kobal guarding the item that they need to summon the golem. but not fight the army. and the army is just orcs it sound easyer

In that case, read your monster manual from page 290 to 302. That should answer all your questions regarding making a monster.
fiendkiller

11-05-06, 02:38 PM
I have skimmed the posts on this thread, and someone might already have mentioned this, but in the end of the Monster Manual 1, there is a section on making monsters. Hope this helps!:)

fiendkiller
fhost_the_betaryer

11-05-06, 04:05 PM
i have bad reading comprehension skills