Tellerian Hawke
Defender of Oerth
This is something I have been thinking about adding to my epic game.
I wanted you guys to look at it, with an eye toward balance and lethality. Is it too deadly? Not deadly enough? Could it be streamlined or improved in any way?
Remember, this is an epic monster, meant for an epic party whose average level is 42. It is an improved version of the normal Mithral Golem found in the ELH.
This is not for the faint of heart!
Mithral Lava Golem [24 feet tall, 16,000 lbs.]
Huge Construct
[Base Attack = 48 x .75 = 36, +Str Bonus [14] = 50, -2 size = 48]
Hit Dice: 48d10 (264 Hit Pts)
Initiative: +4 (Dex)
Speed: 40 ft.
AC: 46 (Base 10, +4 Dex, +30 Natural, +4 Haste, -2 Size)
Attacks: 1 Slam +48 Melee or 1 Grab +40 Melee
Damage: Slam 4d10+14 Grab (Lava, see below)
Face/Reach: 10 ft. by 10 ft. / 10 ft.
Special Attacks: Lava Compartment (see below)
Special Qualities: Construct traits, magic immunity, DR 40/+6, alacrity
Saves: Fort +12, Ref +16, Will +12
Abilities: Str 39, Dex 19, Con --, Int --, Wis 11, Cha 1
Climate/Terrain: Any land
Organization: Solitary
Challenge rating: 30
Treasure: None
Alignment: Always neutral
Advancement: None
Alacrity (Su): Once per round, the mithral lava golem may take an extra partial action (either before or
after its other actions in the round.) During the first round of combat, the golem will always use its extra
partial action to open its lava compartment.
Magic Immunity (Ex): A mithral lava golem is immune to all magical and supernatural effects, except as
follows. A Slow spell negates its alacrity for 1d4 rounds, while a Haste spell restores 1d6 hit pts per level of
the caster (maximum 10d6) or restores its alacrity, if previously negated by a Slow spell. Multiple Slow
spells simply extend the duration of the effect. Fire-based spells heal an amount of hit points equal to the
amount of fire damage they would normally inflict.
Improved Grab (Ex): If the golem hits with its grab attack, and its lava compartment is already open, it
can place the victim within it (see below.)
Lava Compartment (Ex): The mithral lava golem has a large, square trapdoor in the middle of its chest.
Most of the time, the trapdoor is closed. If the golem chooses to, he can take a partial action to open it.
Inside the compartment, there is boiling, roiling lava. The lava is held in place magically, and does not
ooze out. The lava produces an extreme amount of heat, and those who remain within melee range (2
squares) of the golem suffer 2d4 points of heat damage per round they remain so. But there is a more
deadly use for the compartment: if the compartment is open, and the golem succeeds in a grab attack, the
victim can automatically be placed inside. The compartment can hold up to 2 creatures of large size, or 3
creatures of medium size.
When the victim is first placed into the compartment, on the golem's turn, it suffers 20d10 points of fire
damage, Fort save DC 40 for half. If the victim gets a turn before the golem can close the compartment, he
can make a Reflex save DC 25 to escape. Victims who escape fall to the ground in the square next to the
golem, and take 2d4 points of heat damage. If the victim does not move away from the golem, he will
continue to suffer the heat damage each round, as normal.
If the golem is able to close the compartment, the victim is trapped. Trapped victims will take an
additional 20d10 points of damage at the beginning of the next round (save allowed for half as described
above) and must make a Break Door check DC 36 on his turn each round to force the compartment open
from the inside. Failure indicates that the victim remains trapped, and will suffer the damage again at the
start of the next round.
Also, the DM must keep track of the number of rounds spent inside the compartment, because even if the
fire damage can somehow be resisted, the victim is still immersed in lava, which is many times more
dense and viscous than water, and therefore, the victim could still suffocate / drown from lack of air.
If the victim manages to force the door open, then at the beginning of the next round, the victim is
allowed a reflex save (see above) to escape. Success means that he immediately falls to the ground in the
square next to the golem, and suffers 2d4 points of heat damage. Failure indicates that he is still in the
compartment, and suffers another round of fire (20d10) damage. (And another round of submersion as
well.)
Items placed within the compartment (including magic items, but excluding artifacts/relics) must make a
Fort save Dc 30 each round they remain so, or be permanently destroyed.
Thanks in advance for the advice!
I wanted you guys to look at it, with an eye toward balance and lethality. Is it too deadly? Not deadly enough? Could it be streamlined or improved in any way?
Remember, this is an epic monster, meant for an epic party whose average level is 42. It is an improved version of the normal Mithral Golem found in the ELH.
This is not for the faint of heart!

Mithral Lava Golem [24 feet tall, 16,000 lbs.]
Huge Construct
[Base Attack = 48 x .75 = 36, +Str Bonus [14] = 50, -2 size = 48]
Hit Dice: 48d10 (264 Hit Pts)
Initiative: +4 (Dex)
Speed: 40 ft.
AC: 46 (Base 10, +4 Dex, +30 Natural, +4 Haste, -2 Size)
Attacks: 1 Slam +48 Melee or 1 Grab +40 Melee
Damage: Slam 4d10+14 Grab (Lava, see below)
Face/Reach: 10 ft. by 10 ft. / 10 ft.
Special Attacks: Lava Compartment (see below)
Special Qualities: Construct traits, magic immunity, DR 40/+6, alacrity
Saves: Fort +12, Ref +16, Will +12
Abilities: Str 39, Dex 19, Con --, Int --, Wis 11, Cha 1
Climate/Terrain: Any land
Organization: Solitary
Challenge rating: 30
Treasure: None
Alignment: Always neutral
Advancement: None
Alacrity (Su): Once per round, the mithral lava golem may take an extra partial action (either before or
after its other actions in the round.) During the first round of combat, the golem will always use its extra
partial action to open its lava compartment.
Magic Immunity (Ex): A mithral lava golem is immune to all magical and supernatural effects, except as
follows. A Slow spell negates its alacrity for 1d4 rounds, while a Haste spell restores 1d6 hit pts per level of
the caster (maximum 10d6) or restores its alacrity, if previously negated by a Slow spell. Multiple Slow
spells simply extend the duration of the effect. Fire-based spells heal an amount of hit points equal to the
amount of fire damage they would normally inflict.
Improved Grab (Ex): If the golem hits with its grab attack, and its lava compartment is already open, it
can place the victim within it (see below.)
Lava Compartment (Ex): The mithral lava golem has a large, square trapdoor in the middle of its chest.
Most of the time, the trapdoor is closed. If the golem chooses to, he can take a partial action to open it.
Inside the compartment, there is boiling, roiling lava. The lava is held in place magically, and does not
ooze out. The lava produces an extreme amount of heat, and those who remain within melee range (2
squares) of the golem suffer 2d4 points of heat damage per round they remain so. But there is a more
deadly use for the compartment: if the compartment is open, and the golem succeeds in a grab attack, the
victim can automatically be placed inside. The compartment can hold up to 2 creatures of large size, or 3
creatures of medium size.
When the victim is first placed into the compartment, on the golem's turn, it suffers 20d10 points of fire
damage, Fort save DC 40 for half. If the victim gets a turn before the golem can close the compartment, he
can make a Reflex save DC 25 to escape. Victims who escape fall to the ground in the square next to the
golem, and take 2d4 points of heat damage. If the victim does not move away from the golem, he will
continue to suffer the heat damage each round, as normal.
If the golem is able to close the compartment, the victim is trapped. Trapped victims will take an
additional 20d10 points of damage at the beginning of the next round (save allowed for half as described
above) and must make a Break Door check DC 36 on his turn each round to force the compartment open
from the inside. Failure indicates that the victim remains trapped, and will suffer the damage again at the
start of the next round.
Also, the DM must keep track of the number of rounds spent inside the compartment, because even if the
fire damage can somehow be resisted, the victim is still immersed in lava, which is many times more
dense and viscous than water, and therefore, the victim could still suffocate / drown from lack of air.
If the victim manages to force the door open, then at the beginning of the next round, the victim is
allowed a reflex save (see above) to escape. Success means that he immediately falls to the ground in the
square next to the golem, and suffers 2d4 points of heat damage. Failure indicates that he is still in the
compartment, and suffers another round of fire (20d10) damage. (And another round of submersion as
well.)
Items placed within the compartment (including magic items, but excluding artifacts/relics) must make a
Fort save Dc 30 each round they remain so, or be permanently destroyed.
Thanks in advance for the advice!