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Golems! (One epic, one not so epic)
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<blockquote data-quote="the Jester" data-source="post: 346290" data-attributes="member: 1210"><p>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.)</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Golem, Radiocrystal</p><p>Large Construct</p><p>Hit Dice: 16d10 (88 hp)</p><p>Initiative: -1 (dex)</p><p>Speed: 20’ (can’t run)</p><p>AC: 20 (-1 size, -1 dex, +12 natural)</p><p>Attacks: 2 slams +18 melee</p><p>Damage: Slam 2d10+7 plus 1d6 RADs</p><p>Face/Reach: 5’x5’/10’</p><p>Special Attacks: Radiation</p><p>Special Qualities: Construct traits, magic immunity, DR30/+3</p><p>Saves: Fort +5, Ref +4, Will +5</p><p>Abilities: Str 25, Dex 8, Con -, Int -, Wis 11, Cha 1</p><p>Skills: None</p><p>Feats: None</p><p>Climate/Terrain: Any land</p><p>Organization: Solitary</p><p>Challenge Rating: 13</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement Range: 17-24 HD (large), 25-32 HD (huge)</p><p>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.</p><p>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.</p><p>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.</p><p>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. </p><p>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.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Orichalcum Golem</p><p>Huge Construct</p><p>Hit Dice: 48d10 (264 hp)</p><p>Initiative: -1 (dex)</p><p>Speed: 30’ (can’t run)</p><p>AC: 37 (-2 size, -1 dex, +30 natural)</p><p>Attacks: 2 slams +51 melee </p><p>Damage: Slam 5d10+17</p><p>Face/Reach: 10’x10’/10’</p><p>Special Attacks: Disjunction</p><p>Special Qualities: Construct traits, magic immunity, weapon immunity, fast healing 20</p><p>Saves: Fort +16, Ref +15, Will +16</p><p>Abilities: Str 44, Dex 8, Con -, Int -, Wis 11, Cha 1</p><p>Skills: None</p><p>Feats: None</p><p>Climate/Terrain: Any land</p><p>Organization: Solitary</p><p>Challenge Rating: 28</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement Range: 49-72 HD (Huge), 73-96 HD (Gargantuan)</p><p>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.</p><p>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.</p><p>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%.</p><p>Magic Immunity (Ex): An orichalcum golem is utterly immune to all magic, whether spells, supernatural abilities, or whatever.</p><p>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.</p><p>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.</p><p></p><p></p><p></p><p></p><p></p><p>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).</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="the Jester, post: 346290, member: 1210"] 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. [/QUOTE]
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