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| DeciusNero06-27-07, 10:07 AM | One of the planar golem suggestions from Monster Manuel III. This is mainly a prototype version of the creature, and I would like some critique as to its target CR (at least 6+), whether abilities are too strong/weak, and what else I can add. Also construction prerequisites as well. Golem, Ash This monstrous being appears as a giant skeleton seemingly composed of nothing but ash. A cloud of dust – presumably ash – flakes off it as it walks, though it does not appear to look any less dense. Ash Golem CR 8 Always NE Large construct (evil, extraplanar) Init +1; Senses darkvision 60 ft, low-light vision; Listen +2, Spot +2 Aura ash storm (10 feet) Languages understands creator’s commands AC 24, touch 10, flat-footed 23 (–1 size, +1 Dex, +14 natural) hp 98 (10 HD); DR 10/good Immunities construct immunities, fire, magic, sonic Fort +3, Ref +4, Will +5 Speed 30 feet (8 squares) (can’t run) Melee 2 slams +11 each (1d6+5 plus volcanic slam) Base Atk +7; Grp +16 Atk Options Power Attack, volcanic slam Abilities Str 20, Dex 13, Con –, Int –, Wis 14, Cha 7 Feats Power AttackB Skills – Ash Storm (Ex) swirling hot ash surrounds the ash golem, ash which not only burns but also irritates the eyes of creatures in contact; anyone within 10 feet of the ash golem take 1d6 points of fire damage and must make a DC 16 Fortitude save or be blinded for 1d3+1 rounds. The save DC is Fortitude based and includes a +1 racial bonus. Immunity to Magic (Ex) an ash golem is immune to any spell or spell-like ability that allows spell resistance, except as follows. Any spell with the cold descriptor deals normal damage and the ash golem is slowed (as spell; no save). A spell that increases wind, such as gust of wind, instead negates the golem’s ash storm ability for a number of rounds equal to the spell level. Any spell with the fire or sonic descriptor breaks any slow effect and heals the ash golem 1 point of damage per every 3 points of damage it would otherwise deal. Volcanic Slam (Su) the intense vibrations of Gehenna’s volcanic landscape is felt in the ash golem’s slams, dealing 2d6 points of sonic damage and deafness, unless the target makes a DC 15 Fortitude save to half the damage and negate the deafness. Forged from pyroclastic ash that covers the Bleak Eternity of Gehenna, the ash golem is a terrible weapon that can easily decimates opponents that dare meet it in close combat. While not intelligent, it is nonetheless malevolent, its horrible skull-like visage grinning dispassionately as it pounds opposition into dust. Construction An ash golem’s body is crafted from pyroclastic ash gathered from the Bleak Eternity of Gehenna. The ash weighs at least 900 pounds and costs 10,000 gp. Assembling the body requires both a DC 22 Craft (sculpting) check and a DC 20 Knowledge (the planes) check. CL 12th; Craft Construct, haboob, limited wish, planar binding, polymorph any object, shout, caster must be evil and at least 11th level. |
| Warforged Goblin06-27-07, 12:51 PM | Not bad, but... GOLEM, ASH Large Construct (Extraplanar, Fire) Hit Dice: 9d10+30 (80 Hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 24 (-1 size, +3 Dex, +10 natural, +2 deflection), touch 14, flat-footed 21 Base Attack/Grapple: +6/+15 Attack: Slam +11 melee (2d6+5 plus 2d6 fire) Full Attack: 2 slams +11 melee (2d6+5 plus 2d6 fire) Space/Reach: 10 ft/10 ft. Special Attacks: Enflame, fire blast, immolate, scorch lungs Special Qualities: Construct traits, heat shimmer, smoke screen, vulnerabilities, damage reduction 10/magic, low light vision, darkvision 60 ft, immunity to magic Saves: Fort +3, Ref +5, Will +3 Abilities: Str 20, Dex 17, Con -, Int -, Wis 11, Cha 18 Skills: – Feats: – Environment: The Burning Seas of Fernia, the Bleak Eternity of Gehenna Organization: Solitary, gang (2-4) Challenge Rating: 10 Treasure: None Alignment: Neutral Advancement: 10-19 HD (Large); 20-45 HD (Huge) Level Adjustment: – A coal black skeleton stands ablaze in front of you. Clouds of thick, smoldering cinders partially obscure it from your view while red and orange flames lick across its form. Ash golems are native to planes of flame and cinders. These golems are not made of bone, despite what many adventurers think when they first see the golem, but are actually made out of burnt out and compressed embers of extraplanar origin. They spend their days walking across the never ending flames of their home plane looking for things to burn. Ash golems wear no clothing, mainly due to the fact that it would simply burn away, although those created as guards usually wear some fire-proof jerkin. They move quickly compared to other types of golems and if left unchecked, they and burn a small town to the ground in under an hour. Ash golems do not speak, stand about 8 ˝ to 9 feet tall, and weigh about 900 pounds. COMBAT: An ash golem will being combat by using its fire blast and then its immolate abilities while its foes are at a distance, using its enflame ability when it gets into melee combat. Enflame (Su): Once per round as a standard action that doesn’t provoke an attack of opportunity, an ash golem may attempt a melee touch attack against a single opponent. If the touch attack succeeds, the target’s weapon immediately bursts into flames for 1d4 rounds. The wielder of the weapon takes 2 points of fire damage every round the weapon is held. The weapon also gains the flaming burst ability for the duration of the effect. If the weapon is submersed into water or any other non-flammable liquid, this effect is ended. Immolate (Ex): Once every 1d4 rounds as a full round action, an ash golem can super heat the air around it even more than normal, adding 2d6 points of fire damage to its slam attack. This extra damage lasts for 2 rounds. Scorch Lungs (Ex): Any creature within 5 ft. of an ash golem must make a DC 18 Fortitude save in order not to inhale some of the pyroclastic ash and soot that constantly falls from the golem's body. On a failed save, a creature takes 1d4 points of fire damage and cannot act for 1 round as they cough and choke on the cinders. The creature is not helpless and may defend itself normally. On a successful save, the creature takes half the fire damage and can act normally. Creatures that are immune to fire are also immune to this effect. Creatures that do not breathe, such as plant creatures or other constructs, are not subject to losing their action, but must still make the Fortitude save to avoid the fire damage. Fire Blast (Su): Once every 1d4+1 rounds, as a standard action, an ash golem can let loose a fiery 20 ft. cone-shaped blast that deals 3d6 points of fire damage to all creatures in the area. Affected creatures may attempt a DC 18 Reflex save for half damage. Heat Shimmer (Ex): Due to the tremendous heat coming off of the ash golem, it gains a +2 deflection bonus to its Armor Class. Smoke Screen (Ex): There is a 20% mischance to hit an ash golem with ranged weapons due to the thick cloud of smoke and cinders that surrounds it. Vulnerabilities (Ex): A pint of any type of non-flammable liquid deals 1d6 points of damage to an ash golem. Immunity to Magic (Ex): An ash golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effect function differently against the golem, as noted below. Any spell that has the fire descriptor affects the ash golem and heals it 1 hit point for every 4 points of fire damage dealt. Any other type of damage, such as holy damage from a flame strike, is ignored. A pyrotechnics spell increases the mischance provided by the golem’s smoke screen by 5% for 2 rounds. A create water spell deals 4d6 points of damage to the golem. A quench spell slows the golem, as a slow spell, and negates its damage reduction, heat shimmer, and smoke screen for 3 rounds. CONSTRUCTION: An ash golem is made from 1,200 pounds of ash and soot, which costs 8,000 gp, taken from its home plane. This is then crafted into the bones of the golem, which requires either a DC 19 Craft (stonework) check or DC 19 Craft (pottery) check in addition to a DC 19 Knowledge (planes) check. CL 12th; Craft Construct, antimagic field, fire shield, flame blade, geas/quest, planar binding, pyrotechnics, caster must be at least 12th level; Price 65,000 gp, 32,500 gp + 2,000 XP. Note: Ash golems encountered on the plane of Gehenna have the evil subtype. |
| DeciusNero06-27-07, 07:51 PM | Not bad, but... [sblock] :eek: *twitch, twitch* .......... .............. I like yours better, though I'd change DR 10/magic into DR 10/good; it is the essence of Gehenna, afterall. Actually, has anyone made the shacklelock golem (Carceri)? Wouldn't it be easier to take the chain golem from MMII and modify it somewhat? |
| DeciusNero06-27-07, 07:57 PM | double post |
| Warforged Goblin06-28-07, 06:52 AM | Thanx. The only reason I didn't give it DR X/good is because it doesn't have the (Evil) subtype. However, if one were encountered on Gehenna, I'd make it DR 10/magic and good. I don't think anyone has done a Shacklelock Golem. Your best bet would be to look at the New Golems thread a few pages back, there's some great ideas there. |