Entry: Assault Golem [Archive] - Wizards Community

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Insanity

09-03-03, 10:46 PM
Assault Golem
Large Construct
Hit Dice: 22d10 (121 hp)
Initiative: -1 (dex)
Speed: 20 ft (4 squares)
AC: 34 (-1 dex, -1 size, +26 natural), touch 8, flat-footed 34
Base Attack/Grapple: +15/+32
Attack: Slam +27 melee (2d10+12) or Disintegration Ray +11 ranged touch
Full Attack: 2 Slams +27 melee (2d10+12) or Disintegration Ray +11 ranged Touch
Space/Reach: 10 ft (2 x 2 squares) / 10 ft (2 squares)
Special Attacks: Destructive Slam, Double Damage Against Objects, Disintegration Ray, Penetrating Slam
Special Qualities: Construct Traits, Magic Immunity, Damage Reduction 15/adamantine, Darkvision 60 ft, Low-light vision
Saves: Fort +7, Ref +6, Will +7
Abilities: Str 35, Dex 8, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -

Climate/Terrain: Any land
Organization: Solitary or gang (2-4)
Challenge Rating: 17
Treasure: None
Alignment: Always Neutral
Advancement: 23-28 HD (Large); 29-38 HD (Huge)
Level Adjustment: -
This metallic automaton is over twice the height of a normal human and resembles an armored dwarf with fists clenched in anger.

This golem has a humanoid body made from steel.

An assault golem is typically fashioned as a dwarf wearing full plate armor. It does not and will not wield any weapons, using only its clenched fists in combat. The arms are disproportionably large, almost twice the size of what would be normal. Set in the forehead is a small emerald and is the focus for a deadly ray. An assault golem stands 14 feet tall and weighs about 6,000 pounds.

The golem was designed for sieges against fortified structures. It massive fists reduces even the most fortified walls into rubble. Living creatures must be wary of these fists as well, for they can smite foes quickly. The disintegration ray can be used to destroy sections of walls.

An assault golem cannot speak or make any verbal noise, nor does it have any noticeable odor. Its movement is slow, but steady.

Combat
The golem true purpose is reigning havoc on fortifications, reducing walls and gates to debris in seconds. In melee, it is indeed a formidable opponent, as its destructive slam eliminates foes swiftly.

Construct: Immune to mind-influencing effects, poison, disease and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.

Destructive Slam (Su): As a standard action, the golem can charge its fists with destructive force. When it slams a creature with a fist, in addition to the slam damage, the creature must succeed at Fortitude save (DC 21) or be instantly slain. After a successful slam, both fists lose the charge. This ability is usable once per minute.

Double Damage Against Objects (Ex): When making a full attack against an object or structure, the golem deals double damage with its slam attacks.

Disintegration Ray (Su): The emerald set in the golem’s forehead can produce a magical ray once per round, even when the golem is moving. The effect of the rays resembles the disintegrate spell. The target(s) must succeed at a Fortitude save (DC 21) or be affected as by the spell. The ray has a range of 60 feet and can only target opponents that are in a half circle arc in front of the golem.

Magical Immunity (Ex): The golem is immune to all spells, spell-like abilities and supernatural effects, except as follows.
A magical attack that deals electricity damage heals an assault golem for 1 point for each 3 points of damage the attack would otherwise deal. If the amount of hit points healed in this manner would allow the golem to exceed its full normal hit points, the extra are gained as temporary hit points.
Any magical attack that deals cold damage stops the assault golem in its tracks (as the hold monster spell) for 2 rounds, with no saving throw.
An assault golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Penetrating Slam (Ex): When making a full attack, the hardness of an object or structure is reduced by 10, against the golem’s slam attacks.