And to show another example, since I actually went to the trouble for myself to work out Plutonium Constructs other than the Golem, the Plutonium Cube:
Plutonium Cube
Macro-Tiny Construct
Hit Dice: 9,600d20+640 (192,640 hp)
Initiative: -1
Speed: Fly 480' (Perfect)
Armor Class: 9,546 (-1 DEX, +9,665 natural, -128 size), touch -119, flat-footed 9,546
Base Attack/Grapple: +7,200/+7,293
Attack: Slam +7,133 melee (15d10+61 plus 1,200d6 Fire)
Full Attack: Slam +7,133 melee (15d10+61 plus 1,200d6 Fire)
Space/Reach: 1,250 ft./1,250 ft.
Special Attacks: Berserk, Crush, Fiery Touch (1,200d6), Meltdown, Radioactive Aura, Radioactive Burst, Reconfigure, Sentinels, Tractor Beam
Special Qualities: Construct Traits, Damage Reduction 8/ - , Darkvision 60 ft., Immunity to Magic, Low-Light Vision, Unearthly Construction
Saves: Fort +3,200, Ref +3,199, Will +3,200
Abilities: Str 132 (+61), Dex 9, Con - , Int - , Wis 11, Cha 1
Environment: Any
Organization: Army (plutonium cube plus 500 sentinels)
Challenge Rating: ???
Treasure: -
Alignment: Always neutral
Advancement: -
Level Adjustment: -
Combat
Berserk (Ex): When a plutonium cube enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the cube goes berserk. The uncontrolled cube 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. It no longer obeys its creator, and the creator is thereafter treated like any other being engulfed in its innards (if within the cube at the time, see Reconfigure below). The cube cannot manufacture more constructs (see Sentinel, below) once it goes berserk. Potentially the worst consequence of a berserk plutonium cube is that, once it goes berserk, the cube has a 1% cumulative chance per round of spontaneously undergoing Meltdown (see below) as a swift action on its turn.
Crush (Ex): Colossal-sized or smaller opponents standing on, or adjacent to a solid surface struck by the plutonium cube's Slam suffer 30d10+91 damage (instead of 15d10+61).
Fiery Touch (Ex): Plutonium, as a metal, naturally puts out large quantities of heat- the larger the quantity of metal, the greater the heat emitted. Any plutonium construct is therefore constantly surrounded by an aura of flames as the air itself burns near the creature, and deals additional Fire damage with every melee attack it makes. The plutonium cube deals an extra 1,200d6 points of Fire damage with each melee attack.
Meltdown (Ex): Upon its destruction, or when it "goes critical" during a berserk period (see Berserk, above), the magic holding the plutonium of the cube together fails. When this occurs, the entire construct spontaneously explodes in a thermonuclear detonation. Creatures within 384,400 feet (72.8 miles) of the cube when it undergoes Meltdown take 19,200d4 Force damage from the blast wave, 9,600d6 Fire damage from the heat, must make Fortitude saves (DC 4,805) or be disintegrated (19,200d6 damage), are buffeted by hurricane-force winds, and finally take 1,600 points each of STR, DEX, and CON damage from radiation poisoning. The save DC is CHA-based.
Immunity to Magic (Ex): A plutonium cube is immune to all spells and spell-like abilities allowing spell resistance. Also, certain effects function differently against the cube, as noted below:
- Cold effects heal the cube instead of damaging it, and reset its Berserk chance to 1%- but also Slow the construct for 1 round per spell level.
- Fire effects damage it normally, but also Haste it for 1 round per spell level.
- Radiation effects deal no damage, but increase its Berserk chance by 1% per spell level.
Radioactive Aura (Ex): A plutonium cube constantly puts out enormous quantities of radiation due to the properties of the metal. Creatures within 24,025 feet (4.5 miles) of the plutonium cube must make Fortitude saves (DC 4,805) every round to avoid radiation poisoning. This radiation poisoning deals 400 points each of STR, DEX, and CON damage.
Radioactive Burst (Su): Once every 1d4 rounds, a plutonium cube can emit an intense burst of concentrated radiation as a free action. Creatures within range of its Radiation Aura (24,025 feet; see above) are affected, and the burst penetrates all barriers less dense than lead. This deals 2,400d4 points of damage to the affected creatures.
Reconfiguration (Ex): The plutonium cube can reconfigure itself once each round as a free action. Creatures engulfed by the plutonium cube may, once each round as a full-round action, attempt to escape from the cube with a successful Intelligence check (DC 35). Success indicate they escape the cube, exiting the cube's fighting space into an open square of the cube's choice. Failure indicates they remained trapped within the cube. Failure by 20 or more indicates that the engulfed subjects not only remain trapped, but during their escape fall prey to some form of trap or ambush, and suffer 20d6 Slashing, piercing, bludgeoning, fire, or electricity damage (cube's choice). There is no save to negate this damage. Further, as long as the cube has 96,320 or more hit points remaining, it heals 9,600 hit points of damage each round it reconfigures itself.
Sentinels (Su): At the behest of it's creator, once per round, as a free action, a plutonium cube can manufacture 1 plutonium sentinel, 2 plutonium golems, or 4 plutonium guardians.
Tractor Beam (Su): Once per round, as a standard action, the plutonium cube may attempt a ranged touch attack at +7,199 to hit against any foe within 17.5 miles. If this touch attack hits, the foe must make an opposed strength check against the plutonium cube or be pulled 1250 ft towards the cube, +50 ft per 5 points by which the cube exceeds the foe's result. Foes pulled into the plutonium cube's square are engulfed within it and cannot easily escape (see Reconfiguration ability, above).
Unearthly Construction (Ex): These constructs are fashioned by gods and similarly powerful beings. They have d20s for hit dice and maximum hit points per hit die.