Golems! (One epic, one not so epic)

the Jester

Legend
Okay then... both of these golems are based on special materials in my campaign, and the radiocrystal golem ties in to my radiation rules (still not converted from 2e, btw). Still, here they are- the orichalcum golem is certainly usable in most epic campaigns. (Although it's gonna hurt anyone, especially magic heavy groups.)






Golem, Radiocrystal
Large Construct
Hit Dice: 16d10 (88 hp)
Initiative: -1 (dex)
Speed: 20’ (can’t run)
AC: 20 (-1 size, -1 dex, +12 natural)
Attacks: 2 slams +18 melee
Damage: Slam 2d10+7 plus 1d6 RADs
Face/Reach: 5’x5’/10’
Special Attacks: Radiation
Special Qualities: Construct traits, magic immunity, DR30/+3
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 25, Dex 8, Con -, Int -, Wis 11, Cha 1
Skills: None
Feats: None
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement Range: 17-24 HD (large), 25-32 HD (huge)
Description: Crafted of a strangely glowing violet crystal, radiocrystal golems generally resemble immense tabaxi although there are exceptions. A radiocrystal golem stands about 10’ high and weighs around 2500 lbs.
Combat: A radiocrystal golem’s aura of radioactivity is sufficient to sicken and kill creatures that stay too close for too long, so combatants must move quickly in battle with it. A radiocrystal golem’s tactics are typically very simple, consisting of pounding its foes to death.
Radiation (Su): Any creature struck by a radiocrystal golem accumulates 1d6 RADs. Any creature within 100’ of the golem accumulates 1 RAD per round unless at least one inch of stone or metal, or a thin sheeting of lead, is in between the creature and the golem. A wall of force or similar effect will also protect a creature against this radiation.
Magic Immunity (Ex): A radiocrystal golem is immune to all magic except for damage-dealing sonic spells, which deal half normal damage to a radiocrystal golem.
Construction: The method of constructing a radiocrystal golem is unknown today, having been lost with the shattering of the Miloxi Empire millenia ago. Even if the magical process could be rediscovered, finding a sufficient quantity of active radiocrystal would be extremely difficult and very dangerous, as the methods the ancient Miloxi used to protect and decontaminate miners are long-lost as well.







Orichalcum Golem
Huge Construct
Hit Dice: 48d10 (264 hp)
Initiative: -1 (dex)
Speed: 30’ (can’t run)
AC: 37 (-2 size, -1 dex, +30 natural)
Attacks: 2 slams +51 melee
Damage: Slam 5d10+17
Face/Reach: 10’x10’/10’
Special Attacks: Disjunction
Special Qualities: Construct traits, magic immunity, weapon immunity, fast healing 20
Saves: Fort +16, Ref +15, Will +16
Abilities: Str 44, Dex 8, Con -, Int -, Wis 11, Cha 1
Skills: None
Feats: None
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 28
Treasure: None
Alignment: Always neutral
Advancement Range: 49-72 HD (Huge), 73-96 HD (Gargantuan)
Description: An orichalcum golem appears much like other golems, generally being fashioned to resemble a huge ethros, with a thin build and long head, but sometimes an orichalcum golem is designed to look like a gigantic dwarf or human. Rarely, these golems are wrought with animalistic or demonic faces. An orichalcum golem gleams with a coppery sheen.
Combat: Orichalcum golems use their incredible might to pound enemies to jelly. The power of their blows is sometimes sufficient to require a saving throw against death by massive damage, and its ability to disjoin magic makes them terrible opponents.
Disjunction (Su): Any blow of the golem’s that lands may disjoin any spells in effect on the target (as per Mordenkainen’s disjunction). If the target has no spells in effect, the golem’s blow disjoins the most exposed magic item the victim has (see table 10-1, PH pg. 150). The save DC for magic items is 34, and the chance to destroy an antimagic field or an artifact is 24%.
Magic Immunity (Ex): An orichalcum golem is utterly immune to all magic, whether spells, supernatural abilities, or whatever.
Weapon Immunity (Ex): Any magic weapon that hits an orichalcum golem must make a Will save, DC34, or be disjoined and rendered nonmagical. Against magic weapons, the golem has DR50. Nonmagical weapons can damage the golem normally.
Construction: The secrets of constructing an orichalcum golem are lost to the sands of time. Only the ethros know how to make them, and they aren’t telling. Clearly it requires epic level magic, especially given orichalcum’s resistance to magic.





Oh yeah, a couple of notes... the ethros are sorta like mercane, only much more powerful. They live an unknown length (some are known to be upwards of 500,000 years old and none have ever been known to die of natural causes).

Radiation: as I said above, I haven't converted my rules yet, but basically if you get enough RADs you get sick. Get more than that, you get really sick. More than that and you die. Somewhere in the middle of all that is the possibility of mutation, but most mutations are harmful. Accumulated RADs don't go away, and no known (modern) magic seems to be able to take them away (short of a wish or miracle, anyway).

Somewhere there's a thread on special materials in which I briefly described orichalcum's properties in my campaign; if anyone's interested I can try to find it again and link it.

Hope you all like 'em... what do you think of the CR for the orichalcum golem? I realize that a lot of people think that golems are overrated cuz you can stand back and hit them with missiles and the few spells that affect them, but I don't think that's too effective here given its magic and weapon immunities.
 
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Interesting Golems. The second one is off a bit on CR, I think: a 5th-level mage could take it out easily (if slowly), just by flying and peppering it with crossbow bolts. It'll take 1,200 shots, or about two hours of flying (3 fly spells) to finish it off, but eventually, it'll be done.

A single sixteenth-level fighter with wings of flying could do the job much faster: an archer-fighter can easily be doing, without magical weapons, +22/+22/+17/+12/+7 shots each round (+16 BAB, +1 Weapon Focus, +1 point blank shot, +6 dex, -2 rapid shot). Assuming a mighty composite longbow +4, weapon specialization, and point blank shot, each shot that hits will do 11.5 points of damage. We're talking about 7.5 points of damage/round, taking the puppy down in about 36 rounds.

Alternatively, equip a similar character with a Hewards Handy Haversack full of alchemist's fire (a touch-attack), and the poor dear drops like a brick.

Suggestions:
-Grant it fast healing 30.
-Grant it elemental immunities.
-Give it some form of ranged attack -- maybe a harpoon gun, allowing it to reel opponents in?

These would make it much, much more difficult to kill.
 


Heres an idea on the Radiation thing why not make it a Fort save DC 20 or gain a rad. If you have OA this will make more sence.
You aply rad as a pently to Con and a random skore. It will need more work but thats what I can think of that will alow any one to use it.
 

Well, my radiation rules are actually pretty well fleshed out for 2e, but not yet fully converted. You have to accumulate a few RADs before you start to feel the pain, though.
 


the Jester said:
Good point!

I think I'll go with fast healing, though 50 seems a bit high...

I'd suggested 30, not 50 ;). But even 50 might not be too high. Remember that this creature basically falls into the "tank" category of creature: big, slow, hits hard, hard to hit. As such, with a CR of 28, it needs to be a *lot* tougher than a Tarrasque (the quintessential tank critter).

Right now, I don't think it is. It's only marginally better defended against magic than the tarrasque is, it can't move as fast (the tarrasque can sprint), it's got fewer hit points, it can't swallow, etc.

I think it needs to be nasty enough that non-epic characters have no hope of taking it out. Right now, a couple of decent archers, or a single high-level character with a lot of acid flasks, could ruin the poor golem's good times.

Of course, lowering the CR would fix things, too.

Cool golems, in any case!

Daniel
 

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