Immortals Handbook - Epic Bestiary (Epic Monster Discussion)

Gentlemen, BEHOLD!... A Plutonium Golem!
Golem: *BOOM!*

...

Right. Heres the plutonium golem, from start, to finish.

Conception
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A walking chunk of Weapons-grade fissable matter. Oh how often I need to threaten players with the wrath of such a creature.
Lets looks at some of it's "properties"

- It explodes

- It's somewhat heavy

- Its radioactive

- It emmits heat

- It explodes :)

Ahh, what a nice list we have here. :)

I'd like this golem to be somewhere between CR 25-30ish range.
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Now comes the development:
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Ok, I estimate the golems density to be more than Iron, but less hard. +1 VSC seems easy enough. Ill give it +20 Strength so that it is strong for it's size, but won't possess more than one VSC. This is less than Iron, but higher than Diamond. Plutonium isn't very hard, but it is dense.

+20 Str = A Golem with 29 HD.

This also means the Golem has 40 Strength. (Base 20 for large sized creatures) and 9 dexterity. As funny as an exploding ninja might be, 9 dexterity will suffice.

The bestiary tells me 34 should be how much Natural Armor this thing gets.

As a large creature, it should deal 1d8 damage for its slam because of it's virtual size catagory.

As for the thing's hardness. 8 is less than steel, so I'll go with that.

Now for the fun part: The powers.

First things first: All golems are immune to magic, but possess a few vulnerabilities or ways to repair itself. I am thinking it will be immune to all spells except cold spells and fire spells. Cold will heal it, but also slow it (reason: keeps it from melting down) and Fire spells will haste it but still deal damage (reason: accellerates the melt down).

Now, the first thing I have is that it is radioactive. This should be an aura-like effect and work like Atomic-Effects ability damage. So I am thinking a save (Fortitude) each round to resist 1 point of ability damage to STR, Dex, and Con is in order.

Now weapons-grade radioactive material is proportedly hot to the touch. Perhaps this golem has a fiery aura and slam. I am thinking 3d6 fire damage from touching the thing is about right. Pretty hot, but not increadibly so. A simple spell should protect opponents. (Or the creator) from the fire.

Ahh, the melt-down. Since most constructs go berserk, perhaps this one does so in a most fantastic way. Perhaps that 1% chance per round of going berserk is also the chance it explodes. Of course it automatically explodes when it dies, but spontaneous melt-down makes for a more chaotic combat. I'll use an Atomic Immolation as the base, at "greater" strength.

And so the Plutonium Golem is designed. Let boil for 20 minutes and serve...
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Ahh, heres a finished plutonium golem now!:
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Plutonium Golem
Large Construct
Hit Dice: 29d10+20 (179hp)
Initiative: -1 (-1 dex)
Speed: 30 ft
Armor Class: 34 (-1 dex, +34 Natural, -1 size)
BAB/Grapple: +14/+33
Attack: Slam +28 Melee (1d8+15 plus 3d6 fire)
Full Attack: 2 Slams +28 Melee (1d8+15 plus 3d6 fire)
Space/Reach: 10’/10’
Special Attacks: Radioactive Aura, Fiery Touch (3d6), Berserk, Melt-Down
Special Qualities: Construct Traits, Damage Reduction 8/-, Immunity To Magic
Saves: Fort: 9, Ref 8, Will 9
Abilities: Str 40 Dex 9 Con - Int -, Wis 11, Cha 1
Challenge Rating: 23

A Plutonium Golem stands 8 feet tall and weighs about 1 ton.

Radioactive Aura (Ex): A Plutonium Golem emmites a constant stream of radiation; this radiation is hazerdous to living creatures. Those exposed to it suffer from radiation poisoning. Each round a creature is within 95' of a Plutonium Golem, they must make a fortitude save (DC 19) or suffer 1 point of Strength, Dexterity and Constitution damage.

Fiery Touch (Ex): A Plutonium Golem's constant radioactive decay generates very high temperatures. Contact with it results in 3d6 points of fire damage. It deals this damage with it's slams or to creatures strikeing it unarmed.

Berserk (Ex): When a Plutonium Golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a Plutonium Golem goes berserk, no known method can reestablish control. Once a Plutonium Golem goes berserk, it then has a cumulative 1% chance each round of Melting Down. (See Below)

Melt-Down (Ex): When destroyed, or as a result of going berserk, a Plutonium Golem can explode in a catastrophic fireball. Creatures within 1,560 feet take 58d4 from the innitial blast. They also must succeed a fortitude save (DC 19) or be disintigrated, taking 58d6 additional damage. Creatures surviving the innitial explosion are engulfed in a wave of fire, dealing 29d6 damage. Those who survive these effects are also buffeted by hurricane-force winds. (See the Dungeon Master's Guid) Even if said creatures survive the damage, they have been bathed in radiation. They take 2 points of ability damage to their strength, dexterity and constitution scores.

Immunity to Magic (Ex): A Plutonium Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
- A Cold spell heals the golem, but also slows it for 1 round per level of the spell.
- A Fire spell damages the golem normally, but also Hastes the golem for 1 round per level of the spell.

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Ltheb Silverfrond said:
Gentlemen, BEHOLD!... A Plutonium Golem!
Golem: *BOOM!*

...

Right. Heres the plutonium golem, from start, to finish.
And my day is complete. :) My world with leftover high-tech mysteries loves this idea. Consider it yoinked (albeit with slight alterations to the radiation aura and final explosion to bring them more into line with my pre-existing rules for such things)!
 

Hiya mate! :)

dante58701 said:
One must not forget to take a monster's physiology into account though. Espsecially ones based on cobras. Cobras in the real world tend to have a variety of special attacks and special qualities that tie in together. There is a cobra that bites, spits, coils, and sneaks up on prey. Though it's name eludes me for now. Then there are sea snakes and the like that do their own weird things.

I think going with 4 special abilities is good, though only if you take into account natural abilities as well. Like monkeys, they fling their poo...which can be blinding. But they dont mention that in D&D. Another example is the Gorilla, which will bite it's prey and leap on them. Esentially a pounce attack. Then there is the frilled lizard with it's intimidating frills and the gila monster with it's poisonous claws. Most people miss these things entirely and relegate complex monsters to the realm of simplicity.

I think limiting things to 4+natural and logical abilities makes sense. Anything more than that hits ludicrous speed.

Those four abilities wouldn't necssarily be used for natural attacks like constrict or rend. I'm thinking more in terms of epic monsters and supernatural abilities.

dante58701 said:
One question, should deities be limited to taking esoteric and under, or should deities be allowed to take abiltiies that are beyond esoteric if they pay full price for them in divine slots. Im considering allowing this so that a PC can play a time traveler in one of my campaigns without resorting to further ascension.

Personally I think deities should be limited to esoteric abilities - definately.

However, you could probably have an epic spell allow time travel, long before a character could normally gain the power. Although thats still going to be a powerful character. Or perhaps the character is from a high Progress Level society (like Dr Who?) and uses tech to time travel rather than performs such a feat innately.
 

Hi Ltheb mate! :)

Ltheb Silverfrond said:
Gentlemen, BEHOLD!... A Plutonium Golem!
Golem: *BOOM!*

Right. Heres the plutonium golem, from start, to finish.

At first I thought okay, but I now realise what the problems are.

Firstly, you have given a cosmic power (Meltdown) to something thats just about equivalent to a weak hero-deity...if even that. So you need to downscale that dramatically because its simply unbalanced.

Secondly, aside from the above power, its incredibly weak for its Challenge Rating, in fact I think the Challenge Rating is wrong, and if you doctor the Meltdown ability its WAY wrong.

With a construct, I think you should try and aim for an ECL equal to its hit dice, So you are probably looking for Challenge Rating 19-20 or thereabouts. Which is going to mean (before Gold/Silver rule modifications) an ECL of something like 49.6 due to the low HD modifier for construct hit dice.

Lastly, maybe its just that I have dealt with radiatioactive golems before, but it just didn't leap out the page at me.

I did a quick look over the Plutonium entry at wikipedia...

http://en.wikipedia.org/wiki/Plutonium

...one aspect you could escalate could be the 'aging' process. I seem to recall a movie starring John Cusack (I think) about the manhatten project. His character gets exposed to radioactive plutonium and dies within a few weeks. However, as the radiation takes grip on him, he seems to age, right before our eyes.

I'm just wondering if the plutonium golems USP should be that it can age opponents.
 

Upper_Krust said:
Hi Ltheb mate! :)



At first I thought okay, but I now realise what the problems are.

Firstly, you have given a cosmic power (Meltdown) to something thats just about equivalent to a weak hero-deity...if even that. So you need to downscale that dramatically because its simply unbalanced.

Secondly, aside from the above power, its incredibly weak for its Challenge Rating, in fact I think the Challenge Rating is wrong, and if you doctor the Meltdown ability its WAY wrong.

With a construct, I think you should try and aim for an ECL equal to its hit dice, So you are probably looking for Challenge Rating 19-20 or thereabouts. Which is going to mean (before Gold/Silver rule modifications) an ECL of something like 49.6 due to the low HD modifier for construct hit dice.

Lastly, maybe its just that I have dealt with radiatioactive golems before, but it just didn't leap out the page at me.

I did a quick look over the Plutonium entry at wikipedia...

http://en.wikipedia.org/wiki/Plutonium

...one aspect you could escalate could be the 'aging' process. I seem to recall a movie starring John Cusack (I think) about the manhatten project. His character gets exposed to radioactive plutonium and dies within a few weeks. However, as the radiation takes grip on him, he seems to age, right before our eyes.

I'm just wondering if the plutonium golems USP should be that it can age opponents.

Thanks for the info. :)

I based the CR off some earlier numbers: Construct HD were listed as .55 / HD. I gave +1 CR for each ability I though was Divine, and +6 for the Meltdown (Cosmic). Though I think I know where I erred: I gave the Meltdown a +6 worth when it should have been +12. :)
I also didn't know how much to increase the CR by for the area of the Meltdown, Since I set it at *Long* range. (I wanted a catastrophicly huge explosion :), I mean, its a walking 8 foot Hulk of explosive matter, it better darn explode nasty. :)

So, unless I got the HD Cr wrong, It looks more like a CR 29-30. (Before Gold/Silver rule, but since a HD modifier of .55 is 15.95, they don't seem to matter. I agree though that its powers are much deadlier than it's Hit-Dice)

Yea, I was thinking about having a power based on radioactive decay. (The mechanic I had in mind was weak; The golem would gain negative levels over time. More of a penalty than a power) Ageing foes could work. (Perhaps as "blood" effect? Damageing the golem releases super-deadly radiation?)
 

After reading and cross-checking between Plutonium and Iron in wikipedia, I see that in fact Plutonium weighs around 4.3 times as much as iron of equivalent size- the original statistics of the Plutonium Golem didn't appear to take this into account. This thing should be considerably more powerful than an Iron Golem, or even a Gold Golem for that matter (gold is around 3.5 times as heavy as iron).

Now, the Bestiary table works off of Density rather than pure weight, but IMO weight could be as important a factor in a golem's abilities as density of the material- after all, even if a Plutonium Golem would be only slightly more dense than a Gold Golem (Plutonium density is 19.8 while Gold's is 19.3 as the Bestiary table shows), the weight ratio is higher (Plutonium has atomic mass 244 while Gold has 196.96). So perhaps it's worth figuring out what its statistics should be based on each ratio, and see which gives a more satisfying product.

Going by density, we jump from 19.3 to 19.8, almost negligible in terms of the final output, but it does give a higher value on the table- rough interpolation of the existing table values suggests a STR estimate of +42 (given the principle that even numbers are preferable- otherwise +41 is probably just as valid). This, in turn, means the Golem has an actual STR score of 62, and two virtual size categories. HD are just as easily determined, being 9 + half the STR modifier calculated above- another reason why even numbers are to be preferred. In this case the number is 30. Slightly above that of Ltheb's original, but looking over those calculations again I see that Ltheb apparently gave his version 10 more HD than it should have had (HD use half the STR mod, not all of it), so it works out reasonably well really. :) Natural armor should be 30 (its HD) + 2 (size bonus from being Large) + 7 (natural armor increase from 2 VSCs above size Large) = +39. Base damage for its Slam attack should be 2d6+26. Other abilities work out essentially as Ltheb calculated originally, though this does make the numbers for the Meltdown ability slightly more palatable (being based on 30 rather than 29). 60 dice rather than 58, 30 rather than 29, etc.

Going by weight, we jump from "x16" (however that was determined- honestly I have no idea, since Gold's actual atomic weight is around 3.5 times that of Iron, so just use Gold as the basis ignoring Iron) to around "x20." This would yield a STR increase of about +43 or +44 given the exponential nature of the numbers in the table. Say +44, to go with even numbers again, though that's almost certainly a slight overestimate. I won't bother to show the calculations this time since they'll come out pretty close to the first version above anyway. STR = 64, HD = 31, natural armor = +40, base damage = 2d6+27, and other abilities work out based on 31 HD.

Either way it probably won't make a huge swing in CR in the final analysis, though with stats based this way (and the extra VSC) it is looking more like a CR 30ish creature. Personally, I don't have a problem with the thing exploding in a "tactical nuke" for its Death Throes, though I could see why others might. The biggest problem I see with the creature concept is that putting so much Plutonium together at once should create a critical mass; then again, I suppose that's why it's burning and deals Fire damage to anything it touches. As the article in wikipedia points out, it would need to go beyond critical to supercritical in order to actually trigger an explosion.
 
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paradox42 said:
The biggest problem I see with the creature concept is that putting so much Plutonium together at once should create a critical mass; then again, I suppose that's why it's burning and deals Fire damage to anything it touches. As the article in wikipedia points out, it would need to go beyond critical to supercritical in order to actually trigger an explosion.

1 ton of plutonium is so far beyond the amount needed for an explosion it's not even funny. Even if the outer 90% of the golem was simply (the near-inert*) U-238, it would be supercritical and fission as soon as it was constructed.

* This is actually cheating somewhat, in that this result *might* not hold with, say, lead as the outer 90%, since U-238 is reflective of neutrons while other materials like water would essentially absorb them. Still, Pu-239 or U-235 would act as reflector as well as adding neutrons, while U-238 essentially would only reflect.
 

CRGreathouse said:
1 ton of plutonium is so far beyond the amount needed for an explosion it's not even funny. Even if the outer 90% of the golem was simply (the near-inert*) U-238, it would be supercritical and fission as soon as it was constructed...
1 ton of Enchanted Plutonium. :) (it Probably weights more than 1 ton too; I just got that number from the Stone Golem :))
In a while I'll repost the stats: Adding in the suggested size modifiers and perhaps an Ageing effect of some nature. (Perhaps similar to the Neutronium Golems' X-Ray Pulse; A burst of radiation :))
 

Okay, heres the updated Plutonium Golem.
Things to note:
I don't think anyone caught I forgot the Base 10 AC in the previous version:)
Recalculated the area of some of the powers.
Ability damage for the blast was off in my original; Recalculated.
Ageing ability added; Doesn't seem deadly. I put a delay on it, so I think Ill have it be worth +4 CR.
Adjusted CR for enlarged blast radius of Melt-down (+2 according to Ascension)
U_K: I am using Version 4 of the Challenge Rating guide; I hear theres a version 5 floating out there...
U_K: I get CR +43 from abilities and before factoring in Magic Immunity; I don't know what said immunity is worth. I'll go with +5 for now...

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Plutonium Golem
Large Construct
Hit Dice: 30d20+60 (660hp)
Initiative: -1 (-1 dex)
Speed: 30 ft
Armor Class: 47 (-1 dex, +39 Natural, -1 size)
BAB/Grapple: +22/+52
Attack: Slam +47 Melee (2d6+26 plus 3d6 fire)
Full Attack: 2 Slams +47 Melee (2d6+26 plus 3d6 fire)
Space/Reach: 10’/10’
Special Attacks: Radioactive Aura, Fiery Touch (3d6), Berserk, Melt-Down, Radioactive Burst
Special Qualities: Construct Traits, Unearthly Construction, Damage Reduction 8/-, Immunity To Magic
Saves: Fort: 10, Ref 9, Will 10
Abilities: Str 62 Dex 9 Con - Int -, Wis 11, Cha 1
Challenge Rating: 41

A construct of alien origin, this imposing figure of roughly humanoid shape seems to have been wrought from stone or crystal. It appears to give off a great deal of heat and emits an unnatural light. As it lumbers toward you, the light and heat emanating from it seem to be intensifying...

A Plutonium Golem stands 8 feet tall and weighs about 10 tons.

Radioactive Aura (Ex): A Plutonium Golem emits a constant stream of radiation; this radiation is hazardous to living creatures. Those exposed to it suffer from radiation poisoning. Each round a creature is within 100' of a Plutonium Golem, they must make a fortitude save (DC 20) or suffer 1 point of Strength, Dexterity and Constitution damage.

Fiery Touch (Ex): A Plutonium Golem's constant radioactive decay generates very high temperatures. Contact with it results in 3d6 points of fire damage. It deals this damage with it's slams or to creatures striking it unarmed.

Berserk (Ex): When a Plutonium Golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a Plutonium Golem goes berserk, no known method can reestablish control. Once a Plutonium Golem goes berserk, it then has a cumulative 1% chance each round of Melting Down. (See Below)

Melt-Down (Ex): When destroyed, or as a result of going berserk, a Plutonium Golem can explode in a catastrophic fireball. Creatures within 1,600 feet take 60d4 from the initial blast. They also must succeed a fortitude save (DC 20) or be disintegrated, taking 60d6 additional damage. Creatures surviving the initial explosion are engulfed in a wave of fire, dealing 30d6 damage. Those who survive these effects are also buffeted by hurricane-force winds. (See the Dungeon Master's Guide) Even if said creatures survive the damage, they have been bathed in radiation. They take 5 points of ability damage to their strength, dexterity and constitution scores.

Radioactive Burst (Ex): A Plutonium Golem can, once every 1d4 rounds emit a wave of concentrated radiation. Using this ability is a free action to the golem, but provokes an attack of opportunity. The radiation travels out in a 100 foot radius spread, centered on the Golem. It travels through soft cover and walls less dense than lead as though they didn't exist. The radiation deals no physical damage but does however damage tissue on a cellular level; Victims caught in the area are aged 1d4 years. This unnatural form of Ageing does not bestow favorable mental ability score modifiers as appropriate for natural aging. It does however bestow the unfavorable physical ability score modifiers.

Unearthly Construction (Ex): Plutoniun Golems are bound toegther by magics more powerful than mere mortal magic. As a result, they recieve Die 20 sized Hit Die and Maximum Hit point per Hit die.

Immunity to Magic (Ex): A Plutonium Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
- A Cold spell heals the golem, but also slows it for 1 round per level of the spell.
- A Fire spell damages the golem normally, but also Hastes the golem for 1 round per level of the spell.

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Ltheb Silverfrond said:
Okay, heres the updated Plutonium Golem.
Things to note:
I don't think anyone caught I forgot the Base 10 AC in the previous version:)
Recalculated the area of some of the powers.
Ability damage for the blast was off in my original; Recalculated.
Ageing ability added; Doesn't seem deadly. I put a delay on it, so I think Ill have it be worth +4 CR.
Adjusted CR for enlarged blast radius of Melt-down (+2 according to Ascension)
U_K: I am using Version 4 of the Challenge Rating guide; I hear theres a version 5 floating out there...
U_K: I get CR +43 from abilities and before factoring in Magic Immunity; I don't know what said immunity is worth. I'll go with +5 for now...
Excellent! Now to make the other five types of Construct for Plutonium. :D My players should be suitably terrified by a creature which is bigger than any of them (even the dragons in dragon form), made of solid burning metal (what- you think the characters will know what Plutonium is, let alone recognize it when they see the Sentinel made from it?) and wielding a nasty weapon to boot. And as an added bonus, the weapon has an excellent chance to be destroyed by the Meltdown, so they won't get another artifact out of the fight.

Now I just need to figure out where to put the thing so they find it and get its hostile attention...



Okay, I'm gung-ho about throwing a monster at them that has a decent shot at killing one or more of them, but this is the group that recently took down a Devastation Beetle. I'm due a nice booby-trap monster, dammit. :heh:

EDIT: Ah, just noticed two more things wrong with the Plutonium Golem entry above. You gave it only 20 bonus hit points, but in fact being Large should give it +30, and since it has 2 VSCs (and VSCs do grant the bonus hit points of the greater size) it should really have +60. So it has 40 more hit points than shown. Also, Constructs get BAB as Clerics, 3/4 hit dice. So its BAB should be +22. Add 7 to its attack numbers and it's good.
 
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