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26th Level Monster Conversions (Return of the Ki-Rin)
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<blockquote data-quote="the Jester" data-source="post: 5809910" data-attributes="member: 1210"><p>The golems from the 3.5 ELH. The pdf has revised versions of all my golems so far.</p><p></p><p><strong><span style="font-size: 18px">Mithral Golem Level 26 Elite Soldier </span></strong> </p><p>Large natural animate (construct) XP 700 </p><p>Large natural animate (construct) XP 18,000 </p><p>HP 484; Bloodied 242 Initiative +22</p><p>AC 42; Fortitude 39; Reflex 39; Will 36 Perception +18</p><p>Speed 9 Darkvision</p><p>Immune See epic threat</p><p>Saving Throws +2; Action Points 1</p><p></p><p><strong>TRAITS </strong></p><p><strong>Alacrity</strong></p><p> The mithral golem may take an extra standard action on its turn.</p><p></p><p><strong>Epic Threat</strong></p><p> The mithral golem is immune to all damage from sources of less than 21st level.</p><p><strong></strong></p><p><strong>STANDARD ACTIONS </strong> </p><p> </p><p><strong>(mbasic) Slam * At Will</strong></p><p> Attack: Melee 2 (one creature); +31 vs. AC.</p><p> Hit: 4d10+12 damage, and if the creature takes damage again before the beginning of its next turn, it falls prone.</p><p></p><p><strong>(melee) Crushing Stomp * Recharge 5 6</strong></p><p> Attack: Melee 1 (one prone creature); +31 vs. AC.</p><p> Hit: 6d10+15 damage, and the target cannot stand up (save ends).</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong> </strong></p><p><strong>(melee) No Escape * At Will</strong></p><p> Trigger: An enemy within 2 squares enters a square further away from the golem.</p><p> Attack (Immediate Interrupt): Melee 2 (the triggering creature); +29 vs. Reflex.</p><p> Hit: 3d8+4 damage and the target falls prone.</p><p>---</p><p>Str 29 Dex 25 Wis 20</p><p>Con 26 Int 3 Cha 3</p><p>Alignment unaligned Languages -</p><p></p><p><strong><span style="font-size: 18px">Adamantine Golem Level 30 Solo Soldier </span></strong> </p><p>Large natural animate (construct) XP 95,000 </p><p>HP 683; Bloodied 341 Initiative +19</p><p>AC 46; Fortitude 42; Reflex 42; Will 42 Perception +21</p><p>Speed 8 Darkvision</p><p>Immune disease</p><p>Saving Throws +5; Action Points 2</p><p></p><p><strong>TRAITS </strong></p><p><strong>Adamant Toughness</strong></p><p> Whenever the adamantine golem takes damage, it makes a saving throw. If it succeeds, it does not take damage. It gains a +5 bonus to this saving throw if it is dazed, dominated or stunned. If the adamantine golem takes cold and fire, cold and thunder, radiant and necrotic or acid and fire damage within the same round, it loses this trait (save ends).</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong> </strong></p><p><strong>(mbasic) Adamantine Fist * At Will</strong></p><p> Attack: Melee 2 (one creature); +35 vs. AC.</p><p> Hit: 6d10+5 damage and the target falls prone.</p><p></p><p><strong>Relentless Blows * At Will</strong></p><p> Effect: The golem uses adamantine fist three times. If it is bloodied, it may use awesome blow in place of one adamantine fist attack if it is recharged.</p><p></p><p><strong>(melee) Awesome Blow * Recharge 5 6 (4 5 6</strong> while bloodied)</p><p> Attack: Melee 2 (one creature); +33 vs. Fortitude.</p><p> Hit: 6d10+17 damage and the golem pushes the target 10 squares and the target falls prone. The golem then makes a secondary attack against each creature adjacent to the target.</p><p> Secondary Attack: Melee 1 (each creature adjacent to the primary target). </p><p> Hit: 3d6+5 damage, and the target falls prone.</p><p></p><p><strong>MOVE ACTIONS </strong></p><p><strong> </strong></p><p><strong>(melee) Trample</strong> * At Will</p><p> Effect: The golem moves up to its speed. It can enter enemies' spaces during this movement. It makes the following attack against each creature whose space it enters.</p><p> Attack: Melee 0 (each creature whose space the golem enters); +33 vs. Reflex.</p><p> Hit: 8d6+3 damage and the target falls prone.</p><p></p><p><strong>FREE ACTIONS </strong></p><p><strong> </strong></p><p><strong>Nothing Stops It! </strong>* Recharges when first bloodied</p><p> Effect: The golem makes a saving throw and rolls to recharge awesome blow.</p><p>---</p><p>Str 35 Dex 15 Wis 22</p><p>Con 25 Int 3 Cha 8</p><p>Alignment unaligned Languages -</p></blockquote><p></p>
[QUOTE="the Jester, post: 5809910, member: 1210"] The golems from the 3.5 ELH. The pdf has revised versions of all my golems so far. [B][SIZE="5"]Mithral Golem Level 26 Elite Soldier [/SIZE][/B] Large natural animate (construct) XP 700 Large natural animate (construct) XP 18,000 HP 484; Bloodied 242 Initiative +22 AC 42; Fortitude 39; Reflex 39; Will 36 Perception +18 Speed 9 Darkvision Immune See epic threat Saving Throws +2; Action Points 1 [B]TRAITS Alacrity[/B] The mithral golem may take an extra standard action on its turn. [B]Epic Threat[/B] The mithral golem is immune to all damage from sources of less than 21st level. [B] STANDARD ACTIONS [/B] [B](mbasic) Slam * At Will[/B] Attack: Melee 2 (one creature); +31 vs. AC. Hit: 4d10+12 damage, and if the creature takes damage again before the beginning of its next turn, it falls prone. [B](melee) Crushing Stomp * Recharge 5 6[/B] Attack: Melee 1 (one prone creature); +31 vs. AC. Hit: 6d10+15 damage, and the target cannot stand up (save ends). [B]TRIGGERED ACTIONS (melee) No Escape * At Will[/B] Trigger: An enemy within 2 squares enters a square further away from the golem. Attack (Immediate Interrupt): Melee 2 (the triggering creature); +29 vs. Reflex. Hit: 3d8+4 damage and the target falls prone. --- Str 29 Dex 25 Wis 20 Con 26 Int 3 Cha 3 Alignment unaligned Languages - [B][SIZE="5"]Adamantine Golem Level 30 Solo Soldier [/SIZE][/B] Large natural animate (construct) XP 95,000 HP 683; Bloodied 341 Initiative +19 AC 46; Fortitude 42; Reflex 42; Will 42 Perception +21 Speed 8 Darkvision Immune disease Saving Throws +5; Action Points 2 [B]TRAITS Adamant Toughness[/B] Whenever the adamantine golem takes damage, it makes a saving throw. If it succeeds, it does not take damage. It gains a +5 bonus to this saving throw if it is dazed, dominated or stunned. If the adamantine golem takes cold and fire, cold and thunder, radiant and necrotic or acid and fire damage within the same round, it loses this trait (save ends). [B]STANDARD ACTIONS (mbasic) Adamantine Fist * At Will[/B] Attack: Melee 2 (one creature); +35 vs. AC. Hit: 6d10+5 damage and the target falls prone. [B]Relentless Blows * At Will[/B] Effect: The golem uses adamantine fist three times. If it is bloodied, it may use awesome blow in place of one adamantine fist attack if it is recharged. [B](melee) Awesome Blow * Recharge 5 6 (4 5 6[/B] while bloodied) Attack: Melee 2 (one creature); +33 vs. Fortitude. Hit: 6d10+17 damage and the golem pushes the target 10 squares and the target falls prone. The golem then makes a secondary attack against each creature adjacent to the target. Secondary Attack: Melee 1 (each creature adjacent to the primary target). Hit: 3d6+5 damage, and the target falls prone. [B]MOVE ACTIONS (melee) Trample[/B] * At Will Effect: The golem moves up to its speed. It can enter enemies' spaces during this movement. It makes the following attack against each creature whose space it enters. Attack: Melee 0 (each creature whose space the golem enters); +33 vs. Reflex. Hit: 8d6+3 damage and the target falls prone. [B]FREE ACTIONS Nothing Stops It! [/B]* Recharges when first bloodied Effect: The golem makes a saving throw and rolls to recharge awesome blow. --- Str 35 Dex 15 Wis 22 Con 25 Int 3 Cha 8 Alignment unaligned Languages - [/QUOTE]
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