talmar
First Post
Well, as far as I can tell I'm all set. Any final comments from people?
Thanks for all the help I got.
DEATH GOLEM
Large Construct
Hit Dice: 20d10+20 (130 hp)
Initiative: -1 (Dex)
Speed: 30 ft. can't run
AC: 28 (-1 size, -1 Dex, +20 natural)
Attacks: 4 slams +29 melee
Damage: 4d10+15
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Energy Drain, Paralysis, Aging, Disease, Breath Weapon
Special Qualities: Construct, Magic Immunity, DR, Positive Vulnerability
Saves: Fort +10, Ref +8, Will +10
Abilities: Str 40, Dex 9, Con -, Int -, Wis 10, Chr 1
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 20
Alignment: Neutral
Advancement: 21-25 HD (Large), 26-30 HD (Huge)
A golem’s creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, the golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple program to govern its actions in his or her absence.
Golems do not need to breathe and are immune to most forms of energy.
Special Qualities
Construct: Immune to mind-influencing effects and to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. Constructs are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. It is immune to any effect that requires a Fortitude save (unless the effect also works on objects). A construct is not at risk of death from massive damage
Constructs have darkvision to a range of 60’
Magic Immunity (Ex): Golems completely resist most magical and supernatural effects, except where noted here. Because negative energy is used in the construction of Death Golems they may be healed of damage using negative energy based spells such as inflict based spells. However, Positive based spells such as the “cure” spells will inflict damage upon Death Golems. Fire based spells do 1/2 damage. Undead Golems are immune to cold, electricity, polymorph.
Turn Resistance (Ex): Because it is a construct Death golems cannot be turned.
Damage Reduction (Ex): -/+4 and take 1/2 damage from piercing/slashing weapons.
Special Attacks
Slam (Ex): Each of a Death Golems slam attacks have a special ability depending on which arm is attacking.
Slam 1: drains 1 life energy levels from victim, Fortitude Save 32 to negate
Slam 2: paralyzes victim 1d4 rounds, Fortitude Save 30 to negate
Slam 3: ages victim 1d8+1x10 years, and stuns for 1d8+1 rounds, Will Save 30 to negate
Slam 4: Inflicts a rotting disease causing 1d6 permanent Str loss in 1d4+Con Bonus Days, Fortitude Save 30 to negate, Remove Disease/Heal cast by a 20th level Cleric to cure this disease.
Breath Weapons (Ex): A Death Golem can breathe a cone of nauseous greenish-brown gas, going out 40’, once per 4 rounds. All caught within the cone are infected with terrible wracking pains, which causes 2d10 points of damage per round for 1d6 rounds, and causes victims to be at -4 to hit. A successful fortitude save DC35 reduces the damage by half and negates the to hit penalty. This rot requires a cure disease before any damage caused by it can be cured by spells or time.
Here's my introduction for my characters:
This empty circular room contains nothing but a 4 armed motionless figure in its center. This figure, a vaguely humanoid shape, about twelve feet tall, begins lumbering toward you as soon as you enter the room. Its four massive arms and thick body appears to be comprised of various different creatures bones. Rotting strips of flesh and chunks of meat dangle freely here and there. Dirty rags covered with blood are stitched in various places. Mystic runes and tattoo’s cover the monsters form. The monster looks your way, eye sockets pits of blackness, roars at you, showing yellow fangs and wriggling worms, as it prepares to attack.
Thanks for all the help I got.
DEATH GOLEM
Large Construct
Hit Dice: 20d10+20 (130 hp)
Initiative: -1 (Dex)
Speed: 30 ft. can't run
AC: 28 (-1 size, -1 Dex, +20 natural)
Attacks: 4 slams +29 melee
Damage: 4d10+15
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Energy Drain, Paralysis, Aging, Disease, Breath Weapon
Special Qualities: Construct, Magic Immunity, DR, Positive Vulnerability
Saves: Fort +10, Ref +8, Will +10
Abilities: Str 40, Dex 9, Con -, Int -, Wis 10, Chr 1
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 20
Alignment: Neutral
Advancement: 21-25 HD (Large), 26-30 HD (Huge)
A golem’s creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, the golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple program to govern its actions in his or her absence.
Golems do not need to breathe and are immune to most forms of energy.
Special Qualities
Construct: Immune to mind-influencing effects and to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. Constructs are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. It is immune to any effect that requires a Fortitude save (unless the effect also works on objects). A construct is not at risk of death from massive damage
Constructs have darkvision to a range of 60’
Magic Immunity (Ex): Golems completely resist most magical and supernatural effects, except where noted here. Because negative energy is used in the construction of Death Golems they may be healed of damage using negative energy based spells such as inflict based spells. However, Positive based spells such as the “cure” spells will inflict damage upon Death Golems. Fire based spells do 1/2 damage. Undead Golems are immune to cold, electricity, polymorph.
Turn Resistance (Ex): Because it is a construct Death golems cannot be turned.
Damage Reduction (Ex): -/+4 and take 1/2 damage from piercing/slashing weapons.
Special Attacks
Slam (Ex): Each of a Death Golems slam attacks have a special ability depending on which arm is attacking.
Slam 1: drains 1 life energy levels from victim, Fortitude Save 32 to negate
Slam 2: paralyzes victim 1d4 rounds, Fortitude Save 30 to negate
Slam 3: ages victim 1d8+1x10 years, and stuns for 1d8+1 rounds, Will Save 30 to negate
Slam 4: Inflicts a rotting disease causing 1d6 permanent Str loss in 1d4+Con Bonus Days, Fortitude Save 30 to negate, Remove Disease/Heal cast by a 20th level Cleric to cure this disease.
Breath Weapons (Ex): A Death Golem can breathe a cone of nauseous greenish-brown gas, going out 40’, once per 4 rounds. All caught within the cone are infected with terrible wracking pains, which causes 2d10 points of damage per round for 1d6 rounds, and causes victims to be at -4 to hit. A successful fortitude save DC35 reduces the damage by half and negates the to hit penalty. This rot requires a cure disease before any damage caused by it can be cured by spells or time.
Here's my introduction for my characters:
This empty circular room contains nothing but a 4 armed motionless figure in its center. This figure, a vaguely humanoid shape, about twelve feet tall, begins lumbering toward you as soon as you enter the room. Its four massive arms and thick body appears to be comprised of various different creatures bones. Rotting strips of flesh and chunks of meat dangle freely here and there. Dirty rags covered with blood are stitched in various places. Mystic runes and tattoo’s cover the monsters form. The monster looks your way, eye sockets pits of blackness, roars at you, showing yellow fangs and wriggling worms, as it prepares to attack.
Last edited: