Lighting based creatures

Here is a Modded iron golem. I think the trade off's are about equal considering how bad Con damage is.

TALOSIAN IRON GOLEM Large Construct
Hit Dice: 18d10+30 (129 hp)
Initiative: –1
Speed: 20 ft. (4 squares)
Armor Class: 30 (–1 size, –1 Dex, +22 natural) touch 8, flat-footed 30
Base Attack/Grapple: +12/+28
Attack: Slam +23 melee (2d10+11)
Full Attack: 2 slams +23 melee (2d10+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 33, Dex 9, Con —, Int —, Wis 11, Cha 1
Organization: Solitary or gang (2–4)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 19–24 HD (Large); 25–54 HD (Huge)

A talosian iron golem almost always has a visage of Talos on worlds where he is worshipped. Talosian iron golems sometimes carry a spear in one hand. A talosian iron golem is 12 feet tall and weighs about 5,000 pounds. A talosian iron golem cannot speak or make any vocal noise, though it has a distinguishable odor of a lightning strike.

Combat

Breath Weapon (Su): 120-foot line, line of electricity, free action once every 1d4+1 rounds; 10d6 damage, Reflex DC 19 for half. The save DC is Constitution-based. The golem tries to affect as many creatures as possible, other than its creator, with the line, including itself when attacking. Every 4 HD the golem advances adds 1d6 to the electrical damage it’s breath weapon deals.

Immunity to Magic (Ex): An Talosian iron golem is immune to any spell or spell-like ability that allows spell resistance other than the spells noted below. In addition, certain spells and effects function differently against the creature, as noted below. These events occur even if the effect could not normally affect the golem.

A magical attack that deals cold damage slows an Talosian iron golem (as the slow spell) for 3 rounds, with no saving throw.

A magical effect that provides energy resistance to lightning instead prevents the golem from using it’s breath weapon for a number of rounds equal to the caster’s level.

A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points, these temporary HP do not stack.. For example, an Talosian iron golem hit by a lightning bolt gains back 6 hit points if the damage total is 18 points. An Talosian iron golem gets no saving throw against electrical effects.

An Talosian iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Construction
An Talosian iron golem’s body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
CL 16th; Craft Construct, lightning bolt or chain lightning, geas/quest, limited wish*, polymorph any object*, caster must be at least 16th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.

*Clerics of Talos may substitute a Miracle in place of limited wish and polymorph any object.
 
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Why has no one mentioned Storm Elementals from MM III?

They have a pretty good area attack, which is unusual for an elemental.

EDIT: Never mind, Nail scooped me.
 

Fallen Lantern Archons are my most favorite evil outsiders evar...


Stormblight -- Small Outsider (Evil, Chaos, Electricity, Extraplanar)
Hit Dice: 4d8+4 (22 hp)
Initiative: +2
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 17 (+1 size, +4 natural, +2 dexterity), touch 13, flat-footed 15
Base Attack/Grapple: +4/-5
Attack: Storm ray +11 ranged touch (1d6 +1 +1d6 electricity)
Full Attack: 2 storm rays +9/+9 ranged touch (1d6 +1 +1d6 electricity)
Space/Reach: 5 ft./0 ft.
Special Attacks: Spell-like abilities
Special Qualities: Storm aura, damage reduction 10/slashing and magic, darkvision 60 ft., immunity to electricity and petrification
Saves: Fort +5, Ref +6, Will +5
Abilities: Str 1, Dex 15, Con 12, Int 6, Wis 12, Cha 10
Skills: Concentration +8, Intimidate +7, Knowledge (the planes) +5, Listen +8, Sense Motive +8, Spot +8
Feats: Point Blank Shot, Rapid Shot
Environment: A chaotic evil-aligned plane
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: -- (or by character class)
Level Adjustment: -- (cohort +4)

A soft blue glow, vaguely spherical and wreathed in dark vapor, hovers before you.

Stormwisps speak Abyssal, Auran and Common.

Storm Aura (Su): All allies within 30 ft. gain the benefit of this aura, which grants their melee attacks +1d6 extra electrical damage. (This extra damage stacks with the damage of a Shock weapon.)

Storm Ray (Su): The stormblight's only form of attack is a ray of electricity and raw chaotic energy, which penetrates any form of damage reduction. This attack has a range of 30 ft., and is treated as a manufactured weapon rather than a natural attack for the purpose of iterative attacks and use of feats like Rapid Shot.

Spell-like abilities (caster level 4): at will -- dimension door (self + 5 lbs. of equipment only), obscuring mist, blur; 1/day -- gust of wind (DC 12), wind wall.

Stormwisps are amorphous blobs. They cannot benefit from most equipment, thought they can somehow carry a few pounds. Their available body slots are Headband, Amulet and Ring (one). A stormwisp can hold one item as though it had a hand, though it cannot make melee attacks (and does not threaten an area).

When advancing, stormwisps often take levels in Bard, Fighter, Ranger, or Rogue. A stormwisp spellcaster will usually take Eschew Materials, as it cannot manipulate material components. However, it can utilize somatic components as though it had a more normal form.

- - -

Cheers, -- N
 




One of the Monster Manuals (II+) has some critter who is attracted by lightning. Those beasties stand around on mountains and wait for thunderstorms.

Other than that, remember that Talos is The Destroyer. Everything that has the ability and inclination to destroy things, all the time, is great.

Warmages/Elemental Savants (Lightning) - or just warmages that may convert all their energy spells into electricty - would work well, as would regular warmages. One nasty damage spell per round, and Talos is happy. (Actually, the varied energy would not be such a bad idea, or before long the whole party gets lightning protection items and your critters and characters have a hard time harming them).
 



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