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Monster Junkie
Golem, Burning Man
http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-41.html
Golem, Burning Man
Huge Construct (Fire)
Hit Dice: 14d10+40 (117 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 16 (-2 size, -1 Dex, +9 natural), touch 7, flat-footed 16
Base Attack/Grapple: +10/+25
Attack: Slam +16 melee (2d10+7/19-20 plus cinder shower)
Full Attack: 2 slams +16 melee (2d10+7/19-20 plus cinder shower)
Space/Reach: 15 ft./15 ft.
Special Attacks: Cinder shower, keening
Special Qualities: Construct traits, damage reduction 10/magic and bludgeoning, darkvision 60 ft., fast healing 1, immunity to electricity and fire, low-light vision, quench vulnerability, rejuvenation, vulnerability to cold
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con —, Int 3, Wis 11, Cha 13
Skills: Intimidate +14, Listen +2, Spot +2
Feats: Improved Critical (slam), Power Attack, Reckless Offense, Stand Still, Weapon Focus (slam)
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral evil
Advancement: 15-21 HD (Huge); 22-42 HD (Gargantuan)
Level Adjustment: —
This massive humanoid figure appears built from glowing red coals covered in white-hot cinders.
A burning man is a specialized golem constructed from a huge wicker frame filled with pitch. Granted rudimentary intelligence, these golems have been known to turn upon their creators. They are filled with a lust to burn and destroy, and will seek to pervert the spirit of any command to achieve that end. Burning men are often created to battle trolls and other creatures with regeneration overcome by fire.
A burning man stands 18 feet tall and weighs 5,000 pounds.
Although slightly intelligent, a burning man cannot speak. It makes a creaking, hissing, and popping sound as it moves.
COMBAT
These crude constructs attack almost without strategy. They are best used on the battlefield where their awesome presence can do the most good as they wade into masses of troops. Burning men generally employ their keening on the third round of combat.
Cinder Shower (Ex): When the burning man attacks with its powerful fists, each successful strike creates a cinder shower that covers its opponent with glowing cinders. These cinders continue to burn for 1 minute or until doused with water or earth. Any foe so showered takes 1 point of fire damage per round. A victim damaged by the shower also suffers a -4 penalty on attack rolls, skill checks, and ability checks, as well as a -2 penalty to Dexterity, for 2d10 rounds. Shower effects are not cumulative except for damage; the maximum Dexterity penalty is -2, but an opponent struck twice would take 2 additional points of damage per round until doused. Any creature or flammable object that takes fire damage from the cinders must make a DC 18 Reflex save or catch fire; the fire burns for 1d4 rounds if not extinguished. The save DC is Charisma-based.
Keening (Su): The burning man can use a terrible keening attack once each day. Any creature within 80 feet of the burning man must must make a DC 18 Will saving throw or be affected as by a fear spell (caster level 14th). The save DC is Charisma-based.
Quench Vulnerability (Ex): A quench spell extinguishes the burning man's red-hot cinders for one round per caster level. During this time the golem loses its Cinder Shower special attack and has its Armor Class reduced by 2.
Rejuvenation (Su): When reduced to 0 hit points, each fragment of the golem will flash into a brightly burning flame and collapse into ash. Each ash pile must be mixed with holy water and scattered or the creature will reform at full strength in 3d10 days.
Construction
A burning man's body is sculpted from 5,000 pounds of wicker and pitch, treated with rare oils and naptha compounds costing at least 2,000 gp. Assembling the body requires a DC 18 Craft (weaving) check.
CL 16th; Craft Construct, animate objects, fire shield, flaming sphere, geas/quest, and limited wish, caster must be at least 16th level; Price 60,000 gp; Cost 31,000 gp + 2,320 XP.
Originally appeared in Dragon Magazine #209 (1994).
http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-41.html
Golem, Burning Man
Huge Construct (Fire)
Hit Dice: 14d10+40 (117 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 16 (-2 size, -1 Dex, +9 natural), touch 7, flat-footed 16
Base Attack/Grapple: +10/+25
Attack: Slam +16 melee (2d10+7/19-20 plus cinder shower)
Full Attack: 2 slams +16 melee (2d10+7/19-20 plus cinder shower)
Space/Reach: 15 ft./15 ft.
Special Attacks: Cinder shower, keening
Special Qualities: Construct traits, damage reduction 10/magic and bludgeoning, darkvision 60 ft., fast healing 1, immunity to electricity and fire, low-light vision, quench vulnerability, rejuvenation, vulnerability to cold
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con —, Int 3, Wis 11, Cha 13
Skills: Intimidate +14, Listen +2, Spot +2
Feats: Improved Critical (slam), Power Attack, Reckless Offense, Stand Still, Weapon Focus (slam)
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral evil
Advancement: 15-21 HD (Huge); 22-42 HD (Gargantuan)
Level Adjustment: —
This massive humanoid figure appears built from glowing red coals covered in white-hot cinders.
A burning man is a specialized golem constructed from a huge wicker frame filled with pitch. Granted rudimentary intelligence, these golems have been known to turn upon their creators. They are filled with a lust to burn and destroy, and will seek to pervert the spirit of any command to achieve that end. Burning men are often created to battle trolls and other creatures with regeneration overcome by fire.
A burning man stands 18 feet tall and weighs 5,000 pounds.
Although slightly intelligent, a burning man cannot speak. It makes a creaking, hissing, and popping sound as it moves.
COMBAT
These crude constructs attack almost without strategy. They are best used on the battlefield where their awesome presence can do the most good as they wade into masses of troops. Burning men generally employ their keening on the third round of combat.
Cinder Shower (Ex): When the burning man attacks with its powerful fists, each successful strike creates a cinder shower that covers its opponent with glowing cinders. These cinders continue to burn for 1 minute or until doused with water or earth. Any foe so showered takes 1 point of fire damage per round. A victim damaged by the shower also suffers a -4 penalty on attack rolls, skill checks, and ability checks, as well as a -2 penalty to Dexterity, for 2d10 rounds. Shower effects are not cumulative except for damage; the maximum Dexterity penalty is -2, but an opponent struck twice would take 2 additional points of damage per round until doused. Any creature or flammable object that takes fire damage from the cinders must make a DC 18 Reflex save or catch fire; the fire burns for 1d4 rounds if not extinguished. The save DC is Charisma-based.
Keening (Su): The burning man can use a terrible keening attack once each day. Any creature within 80 feet of the burning man must must make a DC 18 Will saving throw or be affected as by a fear spell (caster level 14th). The save DC is Charisma-based.
Quench Vulnerability (Ex): A quench spell extinguishes the burning man's red-hot cinders for one round per caster level. During this time the golem loses its Cinder Shower special attack and has its Armor Class reduced by 2.
Rejuvenation (Su): When reduced to 0 hit points, each fragment of the golem will flash into a brightly burning flame and collapse into ash. Each ash pile must be mixed with holy water and scattered or the creature will reform at full strength in 3d10 days.
Construction
A burning man's body is sculpted from 5,000 pounds of wicker and pitch, treated with rare oils and naptha compounds costing at least 2,000 gp. Assembling the body requires a DC 18 Craft (weaving) check.
CL 16th; Craft Construct, animate objects, fire shield, flaming sphere, geas/quest, and limited wish, caster must be at least 16th level; Price 60,000 gp; Cost 31,000 gp + 2,320 XP.
Originally appeared in Dragon Magazine #209 (1994).
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