Converting monsters from Dungeon Magazine

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Dungeon #14 said:
A protection from normal missiles spell and a limited wish are employed to give the creature immunity to all nonmagical weapons.

were we going to give it any sort of protection from arrows effect?

it should probably be stated somewhere in the energy drain attack that it can pass the attack through the sword.

Dungeon #14 said:
It is whispered that a magic-user of 21st level or above with a minimum Intelligence score of 19 can use the libram of constructs to create a still more powerful form of the black golem, a semisentient construct which can create juju zombies and other undead, commanding them in the service of the mage who created it. This nightmare creation can charm person by gaze and has other powers which hardly bear contemplation.

the greater golem currently doesn't have most of these things. let's fix that up. :)

Shade said:
The only downside to doing that is unless I'm mistaken, damage reduction doesn't stack, so only its better DR would apply. Thus, its DR/adamantine would usually trump the DR/magic anyway. Also, it did state "immunity to all nonmagical weapons". I think it would be a nice surprise to have a golem that didn't have just plain ol' adamantine for overcoming its DR. :D

so, what do you want to do about that? :)

the slow effect lasting 10 rounds is OK by me - a lot less severe than 22 rounds, but still plenty devastating.
 

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BOZ said:
were we going to give it any sort of protection from arrows effect?

I'd still prefer DR 10/magic and adamantine. Protection from arrows would give it DR 10/magic against ranged weapons (up to 100 points). That would give an added hassle for the DM to keep track of its current remaining points, we'd have to determine how the mindless golem decides when to replenish the ability, and the DR 10/adamantine would trump it 90% of the time anyway.


BOZ said:
it should probably be stated somewhere in the energy drain attack that it can pass the attack through the sword.

Agreed! I just saw a creature with this recently...I think it was in this month's Dragon. The Ecology of the Wight, perhaps?

BOZ said:
the greater golem currently doesn't have most of these things. let's fix that up. :)

Good call!

Borrowing from the spirit naga:

Charming Gaze (Su): As charm person, 30 feet, Will DC X negates. The save DC is Charisma-based.

Adapted from various other undead:

Create Spawn (Su): Any creature slain by a greater black golem becomes a juju zombie (Unapproachable East, p. 66) in X rounds. Spawn are under the command of the creator of the greater black golem that slayed them and remain enslaved until its death. If you don't have access to Unapproachable East, use the zombie template, but the creature retains its abilities and Intelligence score, gains a climb speed equal to 1/2 its land speed, has immunity to electricity, turn resistance +4, and is not limited to single actions only.

Do we want to come up with suggested "other powers which hardly bear contemplation"?


BOZ said:
so, what do you want to do about that? :)

See impassioned plea, above. ;)

BOZ said:
the slow effect lasting 10 rounds is OK by me - a lot less severe than 22 rounds, but still plenty devastating.

That'll work.
 

No need for protection from arrows, I don't think, if we're going DR 10/magic and adamantine.

I think the Charming Gaze and Create Spawn abilities are a good idea for the Greater.

Shade said:
Do we want to come up with suggested "other powers which hardly bear contemplation"?

Maximized (or regular) Ray of Enervation once every 1d4 rounds? Level drain is fun for everyone! Would be pretty nasty to see this cloud of darkness rolling towards you, an ominous, heavy tread coming from within, firing the occasional ray of nastiness.
 

Shade said:
I'd still prefer DR 10/magic and adamantine.

that's pretty tough. :)

Shade said:
Agreed! I just saw a creature with this recently...I think it was in this month's Dragon. The Ecology of the Wight, perhaps?

i don't have that one. what does it say about transferring energy drain into wielded weapons?

Shade said:
Do we want to come up with suggested "other powers which hardly bear contemplation"?

why not? ;)

dhaga said:
Maximized (or regular) Ray of Enervation once every 1d4 rounds? Level drain is fun for everyone! Would be pretty nasty to see this cloud of darkness rolling towards you, an ominous, heavy tread coming from within, firing the occasional ray of nastiness.
 

Aspect of BOZ said:
that's pretty tough. :)

Not so much...adamantine is the hard to come by part. A magic weapon or similar spell bypasses the magic part of the DR, and magic adamantine weapons aren't much harder to come by than "mundane" adamantine weapons.

Aspect of BOZ said:
i don't have that one. what does it say about transferring energy drain into wielded weapons?

Found it. It's a feat called "Wightblade". The relevant text: On a successful melee hit against a living opponent, you may use your energy drain ability in addition to dealing normal damage for your weapon."

Aspect of BOZ said:

I like Dhaga's idea. The actual energy drain spell is another option.

Other ideas:

- Aura of fear
- Aura of negative energy that bolsters undead
- Unholy property on greatsword
 

Shade said:
and magic adamantine weapons aren't much harder to come by than "mundane" adamantine weapons.
I was under the impression that you couldn't enchant adamantine items, but the SRD does mention anything along those lines - so I wonder where I got that idea from? :confused:

Unless I'm thinking of Mystara's Worldshield ore?

Regards
Mortis
 

Shade said:
Found it. It's a feat called "Wightblade". The relevant text: On a successful melee hit against a living opponent, you may use your energy drain ability in addition to dealing normal damage for your weapon."

should we put that line in the text, or should it be a separate line like so?

Energy Drain (Su): Living creatures hit by a black golem's slam attack gain one negative level. The DC is 16 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the black golem gains 5 temporary hit points.

On a successful attack roll against a living opponent, a black golem may use its energy drain ability in addition to dealing normal damage for a weapon it wields.

Shade said:
I like Dhaga's idea. The actual energy drain spell is another option.

Other ideas:

- Aura of fear
- Aura of negative energy that bolsters undead
- Unholy property on greatsword

since we're talking a CR difference of +8, why not go with all of that? :)
 

Mortis said:
I was under the impression that you couldn't enchant adamantine items, but the SRD does mention anything along those lines - so I wonder where I got that idea from? :confused:

Unless I'm thinking of Mystara's Worldshield ore?

Regards
Mortis

It may have been that way in a prior edition, but you can definitely enchant it nowadays. :)

Aspect of BOZ said:
should we put that line in the text, or should it be a separate line like so?

Energy Drain (Su): Living creatures hit by a black golem's slam attack gain one negative level. The DC is 16 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the black golem gains 5 temporary hit points.

On a successful attack roll against a living opponent, a black golem may use its energy drain ability in addition to dealing normal damage for a weapon it wields.

That looks good as you have it written.

Aspect of BOZ said:
since we're talking a CR difference of +8, why not go with all of that? :)

Excellent!
 

here's what the greater golem has currently; anything you want to add, let me know. :)

Charming Gaze (Su): As charm person, 30 feet, Will DC X negates. The save DC is Charisma-based.

Cloak of Shadows (Su): A black golem is continuously surrounded by a darkness effect (caster level 18th).

Create Spawn (Su): Any creature slain by a greater black golem becomes a juju zombie (Unapproachable East, p. 66) in X rounds. Spawn are under the command of the creator of the greater black golem that slayed them and remain enslaved until its death. If you don't have access to Unapproachable East, use the zombie template, but the creature retains its abilities and Intelligence score, gains a climb speed equal to 1/2 its land speed, has immunity to electricity, turn resistance +4, and is not limited to single actions only.

Energy Drain (Su): Living creatures hit by a black golem's slam attack gain one negative level. The DC is 28 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the black golem gains 5 temporary hit points.

On a successful attack roll against a living opponent, a black golem may use its energy drain ability in addition to dealing normal damage for a weapon it wields.

Slow (Su): A black golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 10 rounds, requiring a DC 28 Will save to negate. The save DC is Constitution-based.

Immunity to Magic (Ex): A black golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals positive energy damage (such as a cure spell) slows a black golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals negative energy damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a black golem hit by a inflict moderate wounds gains back 6 hit points if the damage total is 18 points. A black golem gets no saving throw against negative energy effects.

A black golem is unaffected by rust attacks, despite its iron body.

True Seeing (Su): Black golems continuously use true seeing as the spell (caster level 18th).
 

How are these?

Aura of Fear and Desecration (Su): A greater black golem can radiate a X-foot-radius fear aura as a free action. A creature in the area must succeed on a DC X Will save or be affected as though by a fear spell (caster level Xth). A creature that successfully saves cannot be affected again by the same golem's aura for 24 hours. The save DC is Charisma-based.

Additionally, this aura functions as a desecrate spell (caster level Xth), with the golem treated as a permanent fixture dedicated an evil deity. Thus, each Charisma check made to turn undead within this area takes a –6 profane penalty, and every undead creature entering a desecrated area gains a +2 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +2 hit points per HD.

Unholy Armaments (Su): Any weapon wielded by a greater black golem is treated as if it were an unholy weapon, dealing an extra 2d6 points of damage against all of good alignment and bypassing damage reduction/evil.
 

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