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Immortals Handbook - Epic Bestiary (Epic Monster Discussion)
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<blockquote data-quote="Ltheb Silverfrond" data-source="post: 3261105" data-attributes="member: 39867"><p>Gentlemen, BEHOLD!... A Plutonium Golem!</p><p>Golem: *BOOM!*</p><p></p><p>...</p><p></p><p>Right. Heres the plutonium golem, from start, to finish.</p><p></p><p>Conception</p><p>[sblock]</p><p>A walking chunk of Weapons-grade fissable matter. Oh how often I need to threaten players with the wrath of such a creature. </p><p>Lets looks at some of it's "properties"</p><p></p><p> - It explodes</p><p></p><p> - It's somewhat heavy</p><p></p><p> - Its radioactive</p><p></p><p> - It emmits heat</p><p></p><p> - It explodes <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Ahh, what a nice list we have here. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'd like this golem to be somewhere between CR 25-30ish range.</p><p>[/sblock]</p><p></p><p>Now comes the development:</p><p>[sblock]</p><p>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.</p><p></p><p> +20 Str = A Golem with 29 HD.</p><p></p><p>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.</p><p></p><p>The bestiary tells me 34 should be how much Natural Armor this thing gets.</p><p></p><p>As a large creature, it should deal 1d8 damage for its slam because of it's virtual size catagory.</p><p></p><p>As for the thing's hardness. 8 is less than steel, so I'll go with that.</p><p></p><p>Now for the fun part: The powers.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>And so the Plutonium Golem is designed. Let boil for 20 minutes and serve...</p><p>[/sblock]</p><p>Ahh, heres a finished plutonium golem now!:</p><p>[sblock]</p><p>Plutonium Golem</p><p>Large Construct</p><p>Hit Dice: 29d10+20 (179hp)</p><p>Initiative: -1 (-1 dex)</p><p>Speed: 30 ft</p><p>Armor Class: 34 (-1 dex, +34 Natural, -1 size) </p><p>BAB/Grapple: +14/+33</p><p>Attack: Slam +28 Melee (1d8+15 plus 3d6 fire)</p><p>Full Attack: 2 Slams +28 Melee (1d8+15 plus 3d6 fire)</p><p>Space/Reach: 10’/10’</p><p>Special Attacks: Radioactive Aura, Fiery Touch (3d6), Berserk, Melt-Down</p><p>Special Qualities: Construct Traits, Damage Reduction 8/-, Immunity To Magic</p><p>Saves: Fort: 9, Ref 8, Will 9</p><p>Abilities: Str 40 Dex 9 Con - Int -, Wis 11, Cha 1</p><p>Challenge Rating: 23</p><p></p><p>A Plutonium Golem stands 8 feet tall and weighs about 1 ton.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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)</p><p></p><p>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.</p><p></p><p>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.</p><p> - A Cold spell heals the golem, but also slows it for 1 round per level of the spell.</p><p> - A Fire spell damages the golem normally, but also Hastes the golem for 1 round per level of the spell.</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Ltheb Silverfrond, post: 3261105, member: 39867"] Gentlemen, BEHOLD!... A Plutonium Golem! Golem: *BOOM!* ... Right. Heres the plutonium golem, from start, to finish. Conception [sblock] 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. [/sblock] Now comes the development: [sblock] 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... [/sblock] Ahh, heres a finished plutonium golem now!: [sblock] 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. [/sblock] [/QUOTE]
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