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<blockquote data-quote="frankthedm" data-source="post: 3822143" data-attributes="member: 1164"><p>[IMaGer]http://img266.imageshack.us/img266/8995/ironthugis1.jpg[/IMaGer] The Dreamblade <strong>Iron Thug</strong>, an awesome fig for a chain golem.</p><p></p><p>Be sure to evaluate the CRs before using them on your poor PCs. I don't get paid enough for advancing monsters <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> , the pay certainly ain't enough to playtest these things... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /> </p><p></p><p>[sblock=Large Chain Golem] Advanced Chain Golem, Large Construct MM2 p44</p><p><strong>Hit Dice:</strong> 11d10+30 (90 hp)</p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> 30 ft. (4 squares)</p><p><strong>Armor Class:</strong> 21(–1 size, +3 Dex, +10 natural) touch 10, flat-footed 19</p><p><strong>Base Attack/Grapple:</strong> +8/+20 </p><p><strong>Attack:</strong> Chain Rake +15 melee (2d6+8+wounding)</p><p><strong>Full Attack:</strong> 2 Chain Rakes +15 melee (2d6+8+wounding)</p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p><strong>Special Attacks:</strong> Chain barrier, Wounding</p><p><strong>Special Qualities:</strong> Construct traits, darkvision 60 ft., immunity to magic, low-light vision, resistance to ranged attacks</p><p><strong>Feats:</strong> Dodge(b) , Combat expertise(b), improved disarm(b), Improved trip(b)</p><p><strong>Saves:</strong> Fort +3, Ref +6, Will +3</p><p><strong>Abilities:</strong> Str 26, Dex 16, Con —, Int —, Wis 11, Cha 1</p><p> <strong>Challenge Rating:</strong> 7</p><p> <strong>Advancement:</strong> 12-21 HD (Large)</p><p></p><p> <span style="font-family: 'Arial Black'"></span></p><p><span style="font-family: 'Arial Black'">Combat</span> </p><p><strong>Chain barrier (Ex):</strong> As a full-round action, a chain golem can surround itself with a whirling, slicing shield of chains, similar in effect to a blade barrier spell that lasts for one round. Anyone adjacent to a chain barrier must make a successful Reflex save (DC 19) or take 7d6 points of damage. Any creature or object entering or passing through such a barrier automatically takes that amount of damage. The chain barrier moves with the golem and provides cover (+4AC). Maintaining the barrier once it has been activated requires a standard action each round.<em>Note: The DC seems to be Constitution based with a 4 point racial bonus.. </em></p><p></p><p><strong> Wounding (Ex):</strong> An injured creature loses 2 additional hit points each round thereafter. Additional would are cumulative. The continuing hit point loss can be stopped by a DC 10 Heal check, any cure spell that restores HP or similar effect.</p><p> </p><p><strong>Immunity to Magic (Ex):</strong> A chain golem is immune to any spell or spell-like ability other than the spells noted below. In addition, certain spells and effects function differently against the creature, as noted. A magical attack that deals electrical damage slows a chain golem for 3 rounds. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 2 points of damage the attack would otherwise deal. A chain golem gets no saving throw against fire effects.</p><p></p><p><strong> Resistance to ranged attacks(Su):</strong> +2 on reflex saves against spells and magical effects that specifically target it.[except ranged touch attacks][/sblock] [sblock=Fully Advanced Large Chain Golem] Fully Advanced Chain Golem, Large Construct MM2 p44</p><p><strong>Hit Dice:</strong> 21d10+30 (145 hp)</p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 21 (–1 size, +2 Dex, +10 natural) touch 9, flat-footed 19</p><p><strong>Base Attack/Grapple:</strong> +15 / +29 </p><p><strong>Attack:</strong> Chain Rake +24 melee (2d6+10+wounding)</p><p><strong>Full Attack:</strong> 2 Chain Rakes +24 melee (2d6+10+wounding)</p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p><strong>Special Attacks:</strong> Chain barrier, Wounding</p><p><strong>Special Qualities:</strong> Construct traits, darkvision 60 ft., immunity to magic, low-light vision, resistance to ranged attacks</p><p><strong>Feats:</strong> Dodge(b) , Combat expertise(b), improved disarm(b), Improved trip(b)</p><p><strong>Saves:</strong> Fort +7, Ref +9, Will +7</p><p><strong>Abilities:</strong> Str 30, Dex 15, Con —, Int —, Wis 11, Cha 1</p><p><strong>Challenge Rating:</strong> 10 ?</p><p></p><p> <span style="font-family: 'Arial Black'"></span></p><p><span style="font-family: 'Arial Black'">Combat</span> </p><p><strong>Chain barrier, (Ex):</strong> As a full-round action, a chain golem can surround itself with a whirling, slicing shield of chains, similar in effect to a blade barrier spell that lasts for one round. Anyone adjacent to a chain barrier must make a successful Reflex save (DC 24) or take 7d6 points of damage. Any creature or object entering or passing through such a barrier automatically takes that amount of damage. The chain barrier moves with the golem and provides cover (+4AC). Maintaining the barrier once it has been activated requires a standard action each round. Note: The DC seems to be Constitution based with a 4 point racial bonus.. </p><p></p><p><strong> Wounding (Ex):</strong> An injured creature loses 2 additional hit points each round thereafter. Additional would are cumulative. The continuing hit point loss can be stopped by a DC 10 Heal check, any cure spell that restores HP or similar effect.</p><p> </p><p><strong>Immunity to Magic (Ex):</strong> A chain golem is immune to any spell or spell-like ability other than the spells noted below. A magical attack that deals electrical damage slows a chain golem for 3 rounds. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 2 points of damage the attack would otherwise deal. A chain golem gets no saving throw against fire effects.</p><p></p><p><strong> Resistance to ranged attacks(Su):</strong> +2 on reflex saves against spells and magical effects that specifically target it.[except ranged touch attacks][/sblock] [sblock=Elite Fully Advanced Large Chain Golem]Elite Fully Advanced Chain Golem, Large Construct MM2 p44</p><p><strong>Hit Dice:</strong> 21d10+30 (145 hp)</p><p><strong>Initiative:</strong> +4</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 23 (–1 size, +4 Dex, +10 natural) touch 11, flat-footed 19</p><p><strong>Base Attack/Grapple:</strong> +15 / +31 </p><p><strong>Attack:</strong> Chain Rake +26 melee (2d6+12+wounding)</p><p><strong>Full Attack:</strong> 2 Chain Rakes +26 melee (2d6+12+wounding)</p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p><strong>Special Attacks:</strong> Chain barrier, Wounding</p><p><strong>Special Qualities:</strong> Construct traits, darkvision 60 ft., immunity to magic, low-light vision, resistance to ranged attacks</p><p><strong>Feats:</strong> Dodge(b) , Combat expertise(b), improved disarm(b), Improved trip(b)</p><p><strong>Saves:</strong> Fort +7, Ref +11, Will +7</p><p><strong>Abilities:</strong> Str 35, Dex 18, Con —, Int —, Wis 11, Cha 1</p><p><strong>Challenge Rating:</strong> 11 ?</p><p></p><p> <span style="font-family: 'Arial Black'"></span></p><p><span style="font-family: 'Arial Black'">Combat</span> </p><p><strong>Chain barrier, (Ex):</strong> As a full-round action, a chain golem can surround itself with a whirling, slicing shield of chains, similar in effect to a blade barrier spell that lasts for one round. Anyone adjacent to a chain barrier must make a successful Reflex save (DC 24) or take 7d6 points of damage. Any creature or object entering or passing through such a barrier automatically takes that amount of damage. The chain barrier moves with the golem and provides cover (+4AC). Maintaining the barrier once it has been activated requires a standard action each round. Note: The DC seems to be Constitution based with a 4 point racial bonus.. </p><p></p><p><strong> Wounding (Ex):</strong> An injured creature loses 2 additional hit points each round thereafter. Additional would are cumulative. The continuing hit point loss can be stopped by a DC 10 Heal check, any cure spell that restores HP or similar effect.</p><p> </p><p><strong>Immunity to Magic (Ex):</strong> A chain golem is immune to any spell or spell-like ability other than the spells noted below. A magical attack that deals electrical damage slows a chain golem for 3 rounds. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 2 points of damage the attack would otherwise deal. A chain golem gets no saving throw against fire effects.</p><p></p><p><strong> Resistance to ranged attacks(Su):</strong> +2 on reflex saves against spells and magical effects that specifically target it.[except ranged touch attacks][/sblock]</p></blockquote><p></p>
[QUOTE="frankthedm, post: 3822143, member: 1164"] [IMaGer]http://img266.imageshack.us/img266/8995/ironthugis1.jpg[/IMaGer] The Dreamblade [B]Iron Thug[/B], an awesome fig for a chain golem. Be sure to evaluate the CRs before using them on your poor PCs. I don't get paid enough for advancing monsters ;) , the pay certainly ain't enough to playtest these things... :cool: [sblock=Large Chain Golem] Advanced Chain Golem, Large Construct MM2 p44 [B]Hit Dice:[/B] 11d10+30 (90 hp) [B]Initiative:[/B] +2 [B]Speed:[/B] 30 ft. (4 squares) [B]Armor Class:[/B] 21(–1 size, +3 Dex, +10 natural) touch 10, flat-footed 19 [B]Base Attack/Grapple:[/B] +8/+20 [B]Attack:[/B] Chain Rake +15 melee (2d6+8+wounding) [B]Full Attack:[/B] 2 Chain Rakes +15 melee (2d6+8+wounding) [B]Space/Reach:[/B] 10 ft./10 ft. [B]Special Attacks:[/B] Chain barrier, Wounding [B]Special Qualities:[/B] Construct traits, darkvision 60 ft., immunity to magic, low-light vision, resistance to ranged attacks [B]Feats:[/B] Dodge(b) , Combat expertise(b), improved disarm(b), Improved trip(b) [B]Saves:[/B] Fort +3, Ref +6, Will +3 [B]Abilities:[/B] Str 26, Dex 16, Con —, Int —, Wis 11, Cha 1 [B]Challenge Rating:[/B] 7 [B]Advancement:[/B] 12-21 HD (Large) [FONT=Arial Black] Combat[/FONT] [B]Chain barrier (Ex):[/B] As a full-round action, a chain golem can surround itself with a whirling, slicing shield of chains, similar in effect to a blade barrier spell that lasts for one round. Anyone adjacent to a chain barrier must make a successful Reflex save (DC 19) or take 7d6 points of damage. Any creature or object entering or passing through such a barrier automatically takes that amount of damage. The chain barrier moves with the golem and provides cover (+4AC). Maintaining the barrier once it has been activated requires a standard action each round.[I]Note: The DC seems to be Constitution based with a 4 point racial bonus.. [/I] [B] Wounding (Ex):[/B] An injured creature loses 2 additional hit points each round thereafter. Additional would are cumulative. The continuing hit point loss can be stopped by a DC 10 Heal check, any cure spell that restores HP or similar effect. [B]Immunity to Magic (Ex):[/B] A chain golem is immune to any spell or spell-like ability other than the spells noted below. In addition, certain spells and effects function differently against the creature, as noted. A magical attack that deals electrical damage slows a chain golem for 3 rounds. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 2 points of damage the attack would otherwise deal. A chain golem gets no saving throw against fire effects. [B] Resistance to ranged attacks(Su):[/B] +2 on reflex saves against spells and magical effects that specifically target it.[except ranged touch attacks][/sblock] [sblock=Fully Advanced Large Chain Golem] Fully Advanced Chain Golem, Large Construct MM2 p44 [B]Hit Dice:[/B] 21d10+30 (145 hp) [B]Initiative:[/B] +2 [B]Speed:[/B] 30 ft. (6 squares) [B]Armor Class:[/B] 21 (–1 size, +2 Dex, +10 natural) touch 9, flat-footed 19 [B]Base Attack/Grapple:[/B] +15 / +29 [B]Attack:[/B] Chain Rake +24 melee (2d6+10+wounding) [B]Full Attack:[/B] 2 Chain Rakes +24 melee (2d6+10+wounding) [B]Space/Reach:[/B] 10 ft./10 ft. [B]Special Attacks:[/B] Chain barrier, Wounding [B]Special Qualities:[/B] Construct traits, darkvision 60 ft., immunity to magic, low-light vision, resistance to ranged attacks [B]Feats:[/B] Dodge(b) , Combat expertise(b), improved disarm(b), Improved trip(b) [B]Saves:[/B] Fort +7, Ref +9, Will +7 [B]Abilities:[/B] Str 30, Dex 15, Con —, Int —, Wis 11, Cha 1 [B]Challenge Rating:[/B] 10 ? [FONT=Arial Black] Combat[/FONT] [B]Chain barrier, (Ex):[/B] As a full-round action, a chain golem can surround itself with a whirling, slicing shield of chains, similar in effect to a blade barrier spell that lasts for one round. Anyone adjacent to a chain barrier must make a successful Reflex save (DC 24) or take 7d6 points of damage. Any creature or object entering or passing through such a barrier automatically takes that amount of damage. The chain barrier moves with the golem and provides cover (+4AC). Maintaining the barrier once it has been activated requires a standard action each round. Note: The DC seems to be Constitution based with a 4 point racial bonus.. [B] Wounding (Ex):[/B] An injured creature loses 2 additional hit points each round thereafter. Additional would are cumulative. The continuing hit point loss can be stopped by a DC 10 Heal check, any cure spell that restores HP or similar effect. [B]Immunity to Magic (Ex):[/B] A chain golem is immune to any spell or spell-like ability other than the spells noted below. A magical attack that deals electrical damage slows a chain golem for 3 rounds. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 2 points of damage the attack would otherwise deal. A chain golem gets no saving throw against fire effects. [B] Resistance to ranged attacks(Su):[/B] +2 on reflex saves against spells and magical effects that specifically target it.[except ranged touch attacks][/sblock] [sblock=Elite Fully Advanced Large Chain Golem]Elite Fully Advanced Chain Golem, Large Construct MM2 p44 [B]Hit Dice:[/B] 21d10+30 (145 hp) [B]Initiative:[/B] +4 [B]Speed:[/B] 30 ft. (6 squares) [B]Armor Class:[/B] 23 (–1 size, +4 Dex, +10 natural) touch 11, flat-footed 19 [B]Base Attack/Grapple:[/B] +15 / +31 [B]Attack:[/B] Chain Rake +26 melee (2d6+12+wounding) [B]Full Attack:[/B] 2 Chain Rakes +26 melee (2d6+12+wounding) [B]Space/Reach:[/B] 10 ft./10 ft. [B]Special Attacks:[/B] Chain barrier, Wounding [B]Special Qualities:[/B] Construct traits, darkvision 60 ft., immunity to magic, low-light vision, resistance to ranged attacks [B]Feats:[/B] Dodge(b) , Combat expertise(b), improved disarm(b), Improved trip(b) [B]Saves:[/B] Fort +7, Ref +11, Will +7 [B]Abilities:[/B] Str 35, Dex 18, Con —, Int —, Wis 11, Cha 1 [B]Challenge Rating:[/B] 11 ? [FONT=Arial Black] Combat[/FONT] [B]Chain barrier, (Ex):[/B] As a full-round action, a chain golem can surround itself with a whirling, slicing shield of chains, similar in effect to a blade barrier spell that lasts for one round. Anyone adjacent to a chain barrier must make a successful Reflex save (DC 24) or take 7d6 points of damage. Any creature or object entering or passing through such a barrier automatically takes that amount of damage. The chain barrier moves with the golem and provides cover (+4AC). Maintaining the barrier once it has been activated requires a standard action each round. Note: The DC seems to be Constitution based with a 4 point racial bonus.. [B] Wounding (Ex):[/B] An injured creature loses 2 additional hit points each round thereafter. Additional would are cumulative. The continuing hit point loss can be stopped by a DC 10 Heal check, any cure spell that restores HP or similar effect. [B]Immunity to Magic (Ex):[/B] A chain golem is immune to any spell or spell-like ability other than the spells noted below. A magical attack that deals electrical damage slows a chain golem for 3 rounds. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 2 points of damage the attack would otherwise deal. A chain golem gets no saving throw against fire effects. [B] Resistance to ranged attacks(Su):[/B] +2 on reflex saves against spells and magical effects that specifically target it.[except ranged touch attacks][/sblock] [/QUOTE]
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