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Golems With Ranged Attacks?
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<blockquote data-quote="J-H" data-source="post: 9454579" data-attributes="member: 7020951"><p>Here you go.</p><p>[spoiler=Wall of Text]</p><p><span style="font-size: 15px"><strong>Golem, Adamantine</strong></span></p><p><em>This titan shines with perpetually polished armor,</em></p><p><em>resembling a headless knight in armor. One arm ends</em></p><p><em>in a hand, with a greatsword-sized blade sticking out</em></p><p><em>behind the hand. The other arm ends in a blunt hole</em></p><p><em>six inches across. When aimed at a target, the hole</em></p><p><em>crackles with electricity before a metal ball whizzes out</em></p><p><em>with a sharp cracking sound. As the golem</em></p><p><em>approaches a foe, the blade begins to vibrate with a</em></p><p><em>deep thrumming noise.</em></p><p>Huge Construct</p><p>Armor Class 23 (Natural Armor)</p><p>Hit Points 400</p><p>Speed 40 ft.</p><p>Str Dex Con Int Wis Cha</p><p>30(+10) 12(+1) 30(+10) 8(-1) 12(+1) 10(0)</p><p>Saves Str +18, Con +18, Wis +9, Cha +9</p><p>Senses Blindsense 120’, passive Perception 13</p><p>CR 26</p><p>Damage Immunities poison, psychic, lightning, non-</p><p>magical weapons that are not adamantine</p><p>Damage Resistances cold, fire, B/P/S from magical</p><p>weapons that are not adamantine</p><p>Condition Immunities charmed, exhaustion,</p><p>frightened, paralyzed, petrified, poisoned, sleep</p><p>Slow Regeneration The Adamantine Golem heals at</p><p>a rate of 10 hit points per hour.</p><p><strong><span style="font-size: 15px">Actions</span></strong></p><p><strong>Multiattack.</strong> The Adamantine Golem makes two</p><p>sword attacks, one kick, and fires its coilgun once.</p><p><strong>Bracer Vibrosword.</strong> Melee Weapon Attack, 10’, +18</p><p>to hit, 6d6+10 slashing +2d8 thunder damage.</p><p><strong>Kick.</strong> Melee Weapon Attack, +18 to hit, 5’, 3d12+10</p><p>bludgeoning damage. Targets struck by this attack</p><p>must make a DC 26 Strength save or be knocked back</p><p>10’ and prone.</p><p><strong>Coilgun.</strong> Ranged spell attack, +11 to hit, 120’, 3d20</p><p>bludgeoning +1d10 lightning damage. Targets struck</p><p>by this attack must make a DC 19 Strength save or be</p><p>knocked prone.</p><p><strong><span style="font-size: 12px">Bonus Actions</span></strong></p><p><strong>Steady Aim.</strong> If it does not move, and makes no other</p><p>attacks on its turn, the golem has advantage on its</p><p>Coilgun attack.</p><p><em>Tactics</em></p><p><em>Obedient to an ancient command, the Adamantine</em></p><p><em>Golem guards a millenia-old burial mound, and will not</em></p><p><em>stray far from it. The mound is roughly 100’ in</em></p><p><em>diameter, and the golem will not go more than 50’ from</em></p><p><em>it. This does give it ability to pursue fleeing foes for a</em></p><p><em>couple of rounds. It is not stupid, and will use its</em></p><p><em>Coilgun to fire at ranged attackers while engaging in</em></p><p><em>melee combat. Prone targets will be priority for follow-</em></p><p><em>up attacks, but it will usually use its sword first due to</em></p><p><em>the greater range. The golem will not deliberately kill a</em></p><p><em>0-hp (downed) foe, but will not allow its allies to</em></p><p><em>approach unhindered to heal it.</em></p><p></p><p><strong>Turning it into Huge Power Armor</strong></p><p><em>If the Adamantine golem has been destroyed</em></p><p>Repairing the chassis requires 100 lbs of Adamantine</p><p>and 5 8-hour days. Each casting of the Fabricate spell</p><p>available reduces the required time by 4 hours.</p><p><em>If the Golem is disabled/immobilized</em></p><p>Prying open an access panel on the back requires a</p><p>DC 25 Athletics check. Opening the panel gives</p><p>access to what appears to be a small maintenance</p><p>passageway through which the arcane control core</p><p>was inserted long ago. The atmosphere inside is a</p><p>toxic preservation chemical, requiring poison immunity</p><p>or breath-holding to work inside without taking 2d10</p><p>poison damage per round.</p><p><em>Disabling the guiding intelligence</em></p><p>The first step in turning the Adamantine Golem into</p><p>huge power armor requires disabling its intelligence</p><p>functions. Doing so requires a series of 3 DC 20</p><p>Arcana checks, each taking 1 hour. Recovering from a</p><p>failure requires a DC 30 Arcana check. Success at this</p><p>task renders the golem immobile, like a statue, and</p><p>permanent disables hit point regeneration. Failure at</p><p>these checks will make the golem go berserk and</p><p>attempt to kill the reprogrammer.</p><p><em>Crafting a control harness and pilot compartment</em></p><p>This requires 1 week of uninterrupted work for 8 hours</p><p>per day, two assistants, five pounds of mithril for</p><p>connectors and wiring, and 100 lbs of steel plus 30</p><p>pounds of fabric for a harness.</p><p><em>Bringing it online</em></p><p>Piloting the golem requires crawling inside, closing an</p><p>access panel, hooking up, and activating the MMI</p><p>(Man-Machine Interface) in a process that takes 10</p><p>minutes. The MMI requires the use of 3 Attunement</p><p>slots. Activation can be sped up to 1 minute by</p><p>connecting things rapidly and skipping acclimatization,</p><p>but the pilot takes (25 – INT save) x 1d8 psychic</p><p>damage.</p><p><u>Golem Armor Traits</u></p><p>• Golem parts may be enchanted or infused as artificer</p><p>armor components, bur each component requires 2</p><p>infusion slots.</p><p>• While in the golem, the pilot has total cover against all</p><p>spells, and is dependent on the golem's 120'</p><p>blindsense, which is functionally a type of radar. The</p><p>pilot cannot cast spells targeted outside itself or the</p><p>golem. The golem counts as an object, not a</p><p>creature, for the purpose of most spells (Haste,</p><p>Teleport, etc.).</p><p>• The golem has no microphones or</p><p>speakers. Communicating while piloting requires</p><p>telepathy, or integration of a Message-type item.</p><p>• Use the game statistics of the golem for STR, DEX,</p><p>and CON, but with Dexterity set to 6, reducing AC by</p><p>3 to 20. Use the wearer’s Proficiency Bonus and</p><p>saves. It weighs 32,000 lbs.</p><p>• The wearer of the Powered Armor takes 1d8 psychic</p><p>damage in feedback for each 10 points of damage</p><p>sustained by the golem. Damage incremented in</p><p>amounts of less than 10 does not cause feedback</p><p>damage.</p><p>• The coilgun carries a stock of 20 watermelon-sized</p><p>slugs. It regenerates 1d8 slugs per hour</p><p>automatically.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="J-H, post: 9454579, member: 7020951"] Here you go. [spoiler=Wall of Text] [SIZE=4][B]Golem, Adamantine[/B][/SIZE] [I]This titan shines with perpetually polished armor, resembling a headless knight in armor. One arm ends in a hand, with a greatsword-sized blade sticking out behind the hand. The other arm ends in a blunt hole six inches across. When aimed at a target, the hole crackles with electricity before a metal ball whizzes out with a sharp cracking sound. As the golem approaches a foe, the blade begins to vibrate with a deep thrumming noise.[/I] Huge Construct Armor Class 23 (Natural Armor) Hit Points 400 Speed 40 ft. Str Dex Con Int Wis Cha 30(+10) 12(+1) 30(+10) 8(-1) 12(+1) 10(0) Saves Str +18, Con +18, Wis +9, Cha +9 Senses Blindsense 120’, passive Perception 13 CR 26 Damage Immunities poison, psychic, lightning, non- magical weapons that are not adamantine Damage Resistances cold, fire, B/P/S from magical weapons that are not adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, sleep Slow Regeneration The Adamantine Golem heals at a rate of 10 hit points per hour. [B][SIZE=4]Actions[/SIZE] Multiattack.[/B] The Adamantine Golem makes two sword attacks, one kick, and fires its coilgun once. [B]Bracer Vibrosword.[/B] Melee Weapon Attack, 10’, +18 to hit, 6d6+10 slashing +2d8 thunder damage. [B]Kick.[/B] Melee Weapon Attack, +18 to hit, 5’, 3d12+10 bludgeoning damage. Targets struck by this attack must make a DC 26 Strength save or be knocked back 10’ and prone. [B]Coilgun.[/B] Ranged spell attack, +11 to hit, 120’, 3d20 bludgeoning +1d10 lightning damage. Targets struck by this attack must make a DC 19 Strength save or be knocked prone. [B][SIZE=3]Bonus Actions[/SIZE] Steady Aim.[/B] If it does not move, and makes no other attacks on its turn, the golem has advantage on its Coilgun attack. [I]Tactics Obedient to an ancient command, the Adamantine Golem guards a millenia-old burial mound, and will not stray far from it. The mound is roughly 100’ in diameter, and the golem will not go more than 50’ from it. This does give it ability to pursue fleeing foes for a couple of rounds. It is not stupid, and will use its Coilgun to fire at ranged attackers while engaging in melee combat. Prone targets will be priority for follow- up attacks, but it will usually use its sword first due to the greater range. The golem will not deliberately kill a 0-hp (downed) foe, but will not allow its allies to approach unhindered to heal it.[/I] [B]Turning it into Huge Power Armor[/B] [I]If the Adamantine golem has been destroyed[/I] Repairing the chassis requires 100 lbs of Adamantine and 5 8-hour days. Each casting of the Fabricate spell available reduces the required time by 4 hours. [I]If the Golem is disabled/immobilized[/I] Prying open an access panel on the back requires a DC 25 Athletics check. Opening the panel gives access to what appears to be a small maintenance passageway through which the arcane control core was inserted long ago. The atmosphere inside is a toxic preservation chemical, requiring poison immunity or breath-holding to work inside without taking 2d10 poison damage per round. [I]Disabling the guiding intelligence[/I] The first step in turning the Adamantine Golem into huge power armor requires disabling its intelligence functions. Doing so requires a series of 3 DC 20 Arcana checks, each taking 1 hour. Recovering from a failure requires a DC 30 Arcana check. Success at this task renders the golem immobile, like a statue, and permanent disables hit point regeneration. Failure at these checks will make the golem go berserk and attempt to kill the reprogrammer. [I]Crafting a control harness and pilot compartment[/I] This requires 1 week of uninterrupted work for 8 hours per day, two assistants, five pounds of mithril for connectors and wiring, and 100 lbs of steel plus 30 pounds of fabric for a harness. [I]Bringing it online[/I] Piloting the golem requires crawling inside, closing an access panel, hooking up, and activating the MMI (Man-Machine Interface) in a process that takes 10 minutes. The MMI requires the use of 3 Attunement slots. Activation can be sped up to 1 minute by connecting things rapidly and skipping acclimatization, but the pilot takes (25 – INT save) x 1d8 psychic damage. [U]Golem Armor Traits[/U] • Golem parts may be enchanted or infused as artificer armor components, bur each component requires 2 infusion slots. • While in the golem, the pilot has total cover against all spells, and is dependent on the golem's 120' blindsense, which is functionally a type of radar. The pilot cannot cast spells targeted outside itself or the golem. The golem counts as an object, not a creature, for the purpose of most spells (Haste, Teleport, etc.). • The golem has no microphones or speakers. Communicating while piloting requires telepathy, or integration of a Message-type item. • Use the game statistics of the golem for STR, DEX, and CON, but with Dexterity set to 6, reducing AC by 3 to 20. Use the wearer’s Proficiency Bonus and saves. It weighs 32,000 lbs. • The wearer of the Powered Armor takes 1d8 psychic damage in feedback for each 10 points of damage sustained by the golem. Damage incremented in amounts of less than 10 does not cause feedback damage. • The coilgun carries a stock of 20 watermelon-sized slugs. It regenerates 1d8 slugs per hour automatically. [/spoiler] [/QUOTE]
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