Death Golem, complete?

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.
 
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Average hp should be 130 (6.5*#HD). AC should be 28. Attack bonus is +29 (+15 BAB -1 size +15 Str). Usually with cloud breath weapons it is a Fort save to negate the effect. I would highly suggest Breath Weapon and all of the special Slam abilities Supernatural instead of Extraordinary. With that extremely high Str and save DCs, I would not suggest anything below CR 16.
 
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Thanks for the clarifications Psychotic Jim. I'll change the HP and BAB.

You're right about the gaseous breath weapon save. I should have been Fort not Ref.

Why up the AC? I realize that an AC of 25 won't stand up to most fighters but I figured most fighters will be using piercing/slashing weapons which only do half damage. Actually rereading the entry I realize I didn't state that.

Thanks for the help.

I was thinking the CR closer to an 18.
 


talmar said:
Thanks for the clarifications Psychotic Jim. I'll change the HP and BAB.

You're right about the gaseous breath weapon save. I should have been Fort not Ref.

Why up the AC? I realize that an AC of 25 won't stand up to most fighters but I figured most fighters will be using piercing/slashing weapons which only do half damage. Actually rereading the entry I realize I didn't state that.

Thanks for the help.

I was thinking the CR closer to an 18.
I was just pointing out that your given AC modifiers added up to 28, not 25; I wasn't suggesting you increase the AC.
CR 18 sounds good to me. A thing I didn't notice before on the breath weapon is that you did not specify what sort of penalty the -4 to hit was. Usually for naseous odors it is a morale penalty. Also, on the turning immunity and the half-damage from piercing and slashing weapons, you might want to list them in the Special Qualities section of the stat block and list them seperately as Extraordinary abilities.
Good job otherwise. I can imagine an evil necromancer using these things for great siege weapons in his undead armies.
 

I am wondering which would be better/more appropriate.


Weapon Resistance: 1/2 damage from all piercing and slashing weapons.

Damage Reduction 25/+4

or a combination of both.

Damage Reduction -/+4, 1/2 damage from piercing and slashing weapons.

Thanks for all the insights.
 

Well, I've made a lot of changes over the last week or so. I've changed the entry above to reflect those changes.

Removed the Undead type, up'd the CR, modified the to hit and HD and HP and Save information.

Opinions and Critiques needed.

More balanced? Thanks for all the help.
 


Actual hp should be 110- it's 5.5 x 20, not 6.5. :) Unless the +20 is there for a reason? I didn't see anything to specify...

Your current version has DR -/+4, you should change that (either get rid of it or make it 25 or 30/+4).

For the magic immunity, I'd simplify and say that only positive or negative energy spells have any effect at all.

Just my 2 cp, hope that helps!
 

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