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"It's the Stay-Puffed Marshmallow Man..." - Dr. Ray Stance
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<blockquote data-quote="Wippit Guud" data-source="post: 756601" data-attributes="member: 720"><p>Stay-Puffed Marshmallow Man</p><p>Colossal Construct</p><p>Hit Dice: 73d10 (730 hp)</p><p>Initiative: +3 (-1 Dex, +4 Improved initiative)</p><p>Speed: 30 ft (can't run)</p><p>AC: 41 (-7 size, -1 Dex, +39 natural)</p><p>Attacks: 6 slams +35/+35/+29/+29/+23/+23 melee</p><p>Damage: Slam 8d6+16, 17-20/x3</p><p>Face/Reach: 40 ft by 40 ft/20 ft</p><p>Special Attacks: Berserk, wound, trample, augmented criticals, battle frenzy, shockwave</p><p>Special Qualities: Construct, magic immunity, immune to slashing and blunt, damage reduction 25/+5, dark vision 120 ft, resist fire 50, SR 35, death throes, fast healing 20, see invisibility</p><p>Saves: Fort +18, Ref +17, Will +27</p><p>Abilities: Str 43, Dex 9, Con -, Int 2, Wis 11, Cha 21</p><p>Feats: Battle roar, Improved trample, Stunning roar, Thunderous roar, Power attack, Sunder, Cleave, Great Cleave, Improved bullrush, Improved critical, Improved initiative</p><p></p><p>Climate/Terrain: Any</p><p>Organization: Unique</p><p>Challenge Rating: 25</p><p>Treaure: None</p><p>Alignment: Always Neutral</p><p>Advancement: None</p><p></p><p>The marshmallow golem is a tool of the gods, designed to destroy everything in it's way where it is unleashed. The fact that it is composed out of marshmallow is in part meant as an insult, but mainly because a mortal was picked to make the choice of the form, and that was thr first thing that popped into his head.</p><p></p><p>Berserk (Ex): A moot point in the marshmallow golem, it is always considered berserk</p><p></p><p>Wound (Ex): The damage the marshmallow golem deals doesn't heal naturally. Only a heal spell or a Healing spell of 6th level or higher can heal it. </p><p></p><p>Haste (Su): After it has engaged in at least 1 round of combat, the marshmallow golem can haste itself once per day as a free action. The effect lasts 13 rounds and is otherwise the same as the spell.</p><p></p><p>Trample (Ex): As a standard action during each round, the marshmallow golem can run over an opponent of gargantuan size or smaller, He has merely to move over the opponent. The affectec creature takes 4d12+8 points of damage. Trampeled opponents can attempt attacks of opportunity, but these incur a -4 penalty. If they do not make AoOs, trampled oppoentns can attempt a reflex save for half damage (DC 60)</p><p></p><p>Augmented Criticals (Ex): The marshmallow golem threatens a critical on a natural roll of 17-20, dealing triple damage on a successful critical hit.</p><p></p><p>Battle Frenzy (Ex): When the marshmallow golem is reduced to 25% of its max hit point total, it gains a +4 to strength and can make an additional melee attack with it's primary natural attack each round at +30. These benefits ceause if the golem is healed above 25% totla, or is reduced to 0 hp.</p><p></p><p>Shockwave (Ex): As a standard action, the marshammlow golem can jump and crash into the earth. This causes a severe localized tremor, affecting all creaturs standing on the ground within 100 feet of the golem. Creatures in this region must make a Reflex saving throw (DC 60) or fall prone. Structures in the area suffer 4d6 points of damage.</p><p></p><p>Immune to Slashing and Blunt (Ex): Slashing and blunt weapons, even enchanted ones, deal no damage to the marshmallow golem.</p><p></p><p>Magic Immunity (Ex): The marshmallow golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A purify food/drink spell drives the golem back 120 feet and deals 3d12 points of damage to it. A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage. Fire deals 1/2 damage to a marshamallow golem, but it sitll gains it's enery resistance. The golem gets no saving throw against any of these effects, but does get its spell resistance.</p><p></p><p>Death throes (Su): When killed, the marshmallow golem explodes in a burst of 'scalding hot marshmallow', that deals 20d6 points of heat damage to everything within 100 ft. Creaturs in this region must make a Reflex saving throw (DC 45) to take half damage.</p><p></p><p>See invisibility (Su): The marshmallow golem can continuously see invisibility as the spell cast by a 20th level sorcerer. It can suppress or resume this ability as a free action.</p></blockquote><p></p>
[QUOTE="Wippit Guud, post: 756601, member: 720"] Stay-Puffed Marshmallow Man Colossal Construct Hit Dice: 73d10 (730 hp) Initiative: +3 (-1 Dex, +4 Improved initiative) Speed: 30 ft (can't run) AC: 41 (-7 size, -1 Dex, +39 natural) Attacks: 6 slams +35/+35/+29/+29/+23/+23 melee Damage: Slam 8d6+16, 17-20/x3 Face/Reach: 40 ft by 40 ft/20 ft Special Attacks: Berserk, wound, trample, augmented criticals, battle frenzy, shockwave Special Qualities: Construct, magic immunity, immune to slashing and blunt, damage reduction 25/+5, dark vision 120 ft, resist fire 50, SR 35, death throes, fast healing 20, see invisibility Saves: Fort +18, Ref +17, Will +27 Abilities: Str 43, Dex 9, Con -, Int 2, Wis 11, Cha 21 Feats: Battle roar, Improved trample, Stunning roar, Thunderous roar, Power attack, Sunder, Cleave, Great Cleave, Improved bullrush, Improved critical, Improved initiative Climate/Terrain: Any Organization: Unique Challenge Rating: 25 Treaure: None Alignment: Always Neutral Advancement: None The marshmallow golem is a tool of the gods, designed to destroy everything in it's way where it is unleashed. The fact that it is composed out of marshmallow is in part meant as an insult, but mainly because a mortal was picked to make the choice of the form, and that was thr first thing that popped into his head. Berserk (Ex): A moot point in the marshmallow golem, it is always considered berserk Wound (Ex): The damage the marshmallow golem deals doesn't heal naturally. Only a heal spell or a Healing spell of 6th level or higher can heal it. Haste (Su): After it has engaged in at least 1 round of combat, the marshmallow golem can haste itself once per day as a free action. The effect lasts 13 rounds and is otherwise the same as the spell. Trample (Ex): As a standard action during each round, the marshmallow golem can run over an opponent of gargantuan size or smaller, He has merely to move over the opponent. The affectec creature takes 4d12+8 points of damage. Trampeled opponents can attempt attacks of opportunity, but these incur a -4 penalty. If they do not make AoOs, trampled oppoentns can attempt a reflex save for half damage (DC 60) Augmented Criticals (Ex): The marshmallow golem threatens a critical on a natural roll of 17-20, dealing triple damage on a successful critical hit. Battle Frenzy (Ex): When the marshmallow golem is reduced to 25% of its max hit point total, it gains a +4 to strength and can make an additional melee attack with it's primary natural attack each round at +30. These benefits ceause if the golem is healed above 25% totla, or is reduced to 0 hp. Shockwave (Ex): As a standard action, the marshammlow golem can jump and crash into the earth. This causes a severe localized tremor, affecting all creaturs standing on the ground within 100 feet of the golem. Creatures in this region must make a Reflex saving throw (DC 60) or fall prone. Structures in the area suffer 4d6 points of damage. Immune to Slashing and Blunt (Ex): Slashing and blunt weapons, even enchanted ones, deal no damage to the marshmallow golem. Magic Immunity (Ex): The marshmallow golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A purify food/drink spell drives the golem back 120 feet and deals 3d12 points of damage to it. A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage. Fire deals 1/2 damage to a marshamallow golem, but it sitll gains it's enery resistance. The golem gets no saving throw against any of these effects, but does get its spell resistance. Death throes (Su): When killed, the marshmallow golem explodes in a burst of 'scalding hot marshmallow', that deals 20d6 points of heat damage to everything within 100 ft. Creaturs in this region must make a Reflex saving throw (DC 45) to take half damage. See invisibility (Su): The marshmallow golem can continuously see invisibility as the spell cast by a 20th level sorcerer. It can suppress or resume this ability as a free action. [/QUOTE]
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