dungeon blaster
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ADAMANTINE GOLEM
An adamantine golem cannot speak or make any vocal noise, nor does it have any distinguishable odor.
An adamantine golem’s natural weapons are treated as adamantine and magical for the purpose of overcoming damage reduction.
Adamantine Golem
Large Construct
Hit Dice: 25d10+30 (167 hp)
Initiative: +0
Speed: 30 ft. (can’t run)
AC: 36 (–1 size, +27 natural)
Base Attack/Grapple: +18/+37
Attack: Slam +33 (3d10+16) melee
Full Attack: 2 slams +33 (3d10+16) melee
Space/Reach: 10 ft./10 ft.
Special Attacks: Trample (4d10+24), disjunction
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, true seeing, magic immunity, DR 20/magic and adamantine
Saves: Fort +8, Ref +8, Will +8
Skills: Jump +14
Abilities: Str 43, Dex 11, Con –, Int –, Wis 11, Cha 1
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: ??
Treasure: None
Alignment: Always neutral
Combat
Trample (Ex): As a standard action during its turn each round, the adamantine golem can literally run over an opponent at least one size category smaller than itself. The trample deals 4d10+24 points of bludgeoning damage. Trampled opponents can either attempt attacks of opportunity at a –4 penalty or Reflex saves (DC 38) for half damage. The DC is Strength-based.
Magic Immunity (Ex): An adamantine golem is immune to all magical and supernatural effects.
Disjunction (Sp): An adamantine golem can cast mage’s disjunction as a spell-like ability three times per day at 25th level of ability.
True Seeing (Sp): An adamantine golem has a true seeing spell always in effect. The effect can be dispelled, but the golem can reactivate it as a free action.
An adamantine golem cannot speak or make any vocal noise, nor does it have any distinguishable odor.
An adamantine golem’s natural weapons are treated as adamantine and magical for the purpose of overcoming damage reduction.
Adamantine Golem
Large Construct
Hit Dice: 25d10+30 (167 hp)
Initiative: +0
Speed: 30 ft. (can’t run)
AC: 36 (–1 size, +27 natural)
Base Attack/Grapple: +18/+37
Attack: Slam +33 (3d10+16) melee
Full Attack: 2 slams +33 (3d10+16) melee
Space/Reach: 10 ft./10 ft.
Special Attacks: Trample (4d10+24), disjunction
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, true seeing, magic immunity, DR 20/magic and adamantine
Saves: Fort +8, Ref +8, Will +8
Skills: Jump +14
Abilities: Str 43, Dex 11, Con –, Int –, Wis 11, Cha 1
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: ??
Treasure: None
Alignment: Always neutral
Combat
Trample (Ex): As a standard action during its turn each round, the adamantine golem can literally run over an opponent at least one size category smaller than itself. The trample deals 4d10+24 points of bludgeoning damage. Trampled opponents can either attempt attacks of opportunity at a –4 penalty or Reflex saves (DC 38) for half damage. The DC is Strength-based.
Magic Immunity (Ex): An adamantine golem is immune to all magical and supernatural effects.
Disjunction (Sp): An adamantine golem can cast mage’s disjunction as a spell-like ability three times per day at 25th level of ability.
True Seeing (Sp): An adamantine golem has a true seeing spell always in effect. The effect can be dispelled, but the golem can reactivate it as a free action.