Ralts Bloodthorne
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Junkyard Golem
Gargantuan Construct
HD: 32d10 (176 hp)
Initiative: -2 (-2 Dex)
Speed: 30 ft
AC: 19 (-4 Size, -2 Dex, +15 Natural Armor)
Attacks: 1 Slam +29 (melee); 1 Stomp +24 (melee); 1 Piston +24 (ranged)
Damage: Slam 2d8+9; Stomp 2d6+4; Piston 2d10
Face/Reach: 20 ft x 20 ft/20 ft
Special Attacks: Hazmat Breath
Special Qualities: Immunities (construct), Darkvision 60 ft. DR 25/-, Regeneration
Saves: Fort +6, Refl +4, Will +6
Abilities: Str 29, Dex 7, Con --, Int --, Wis --, Cha --
Skills: Hide +4
Feats: None
Climate/Terrain: Temperate Land
Organization: Solitary, Squad (2-4), Platoon (5-12), Ass-Beating (12+)
CR: 17.0
Treasure: None
Alignment: Neutral (Usually)
Advancement Range: 33-64 HD (Gargantuan), 65-96 HD (Colossal)
Created by EarthNow! and used by that ecological terrorist group against military and police units during the 100 Day War, many of these creatures still survive to this day. Mostly in the ruins of cities, where they can scavenge rusted metal and junk to repair themselves. Most of them are out of control, and destroy all who come near them, or disturb thier slumber, where they dream strange, alien dreams.
Junkyard Golems are massive collections of junk, shaped into a vague man shaped, with old engines for fists. The older ones, made at the beginning of the 100 Day War, often have VW Bug front ends for heads, V-6 or Striaght-6 350's for fists, feet made of small truck beds, and bodies constructed out of support beams and axles. When fighting, the hood of the Bug often rises during a roar, and the headlights (whether intact or not) glow red.
The Junkyard Golem stands roughly 30 feet tall, and 20 feet wide, made of rusted metal. When not moving from place to place with earth shaking steps, it is collapsed into what looks like an old car wreck (It's primary mode of concealment).
Combat Section: The Junkyard Golem moves straight into combat, attacking first with it's Piston-Shot against arial or bionic attackers, then getting in close to use it's massive fists against other targets. They often gang up, 2-5, working on a single armored unit such as an M-1 Abrams MBT.
Special Attacks:
Piston Shot: Each day, the Junkyard Golem has 12 missiles (6 in each fist) that they may fire point to point. These missiles do 2d10 damage when they hit, and force the target to make a fortitude check (DC: 20) or be stunned for 4 rounds. The Piston Shot has 45’ range increment.
Hazmat Breath: The Junkyard Golem may breath a mist of bright glowing green droplets that extends out in a cone for 40’ and is 20’ wide. Those within this weapon must make a Reflex Save (DC: 26) or be covered in NBCrap (Str: 16). The NBCrap will do 10d6 points of damage in additional to the other offects of NBCrap.
Special Qualities:
Damage Reduction: The Junkyard Golem has a damage reduction of 25/- due to the ritual magics that created and sustain them, and the materials that were used to create them.
Refit & Repair: The Junkyard Golem can repair itself at the rate of 1 HP per 25 lbs of metal. This requires the Junkyard Golem to stand in the middle of the pile of scrap and roar. This will cause pieces of the scrap to fly up and adhere to it as if the Junkyard Golem had suddenly become magnetized. The metal will warp and twist, with loud groans and scrapes. It takes the Junkyard Golem 1 minute to regenerate 1 HP.
Due to it's construction and appearance, the Junkyard Golem gains a +4 Circumstance bonus to Hide in Urban and Ashen areas.
Here you go, a new friend for everyone who has echoes of magic or uses Urban Aracana in thier Modern d20 game! That'll keep them from hanging out around junkyards or scavenging ruins in your Post-Holocaust campaign!
Gargantuan Construct
HD: 32d10 (176 hp)
Initiative: -2 (-2 Dex)
Speed: 30 ft
AC: 19 (-4 Size, -2 Dex, +15 Natural Armor)
Attacks: 1 Slam +29 (melee); 1 Stomp +24 (melee); 1 Piston +24 (ranged)
Damage: Slam 2d8+9; Stomp 2d6+4; Piston 2d10
Face/Reach: 20 ft x 20 ft/20 ft
Special Attacks: Hazmat Breath
Special Qualities: Immunities (construct), Darkvision 60 ft. DR 25/-, Regeneration
Saves: Fort +6, Refl +4, Will +6
Abilities: Str 29, Dex 7, Con --, Int --, Wis --, Cha --
Skills: Hide +4
Feats: None
Climate/Terrain: Temperate Land
Organization: Solitary, Squad (2-4), Platoon (5-12), Ass-Beating (12+)
CR: 17.0
Treasure: None
Alignment: Neutral (Usually)
Advancement Range: 33-64 HD (Gargantuan), 65-96 HD (Colossal)
Created by EarthNow! and used by that ecological terrorist group against military and police units during the 100 Day War, many of these creatures still survive to this day. Mostly in the ruins of cities, where they can scavenge rusted metal and junk to repair themselves. Most of them are out of control, and destroy all who come near them, or disturb thier slumber, where they dream strange, alien dreams.
Junkyard Golems are massive collections of junk, shaped into a vague man shaped, with old engines for fists. The older ones, made at the beginning of the 100 Day War, often have VW Bug front ends for heads, V-6 or Striaght-6 350's for fists, feet made of small truck beds, and bodies constructed out of support beams and axles. When fighting, the hood of the Bug often rises during a roar, and the headlights (whether intact or not) glow red.
The Junkyard Golem stands roughly 30 feet tall, and 20 feet wide, made of rusted metal. When not moving from place to place with earth shaking steps, it is collapsed into what looks like an old car wreck (It's primary mode of concealment).
Combat Section: The Junkyard Golem moves straight into combat, attacking first with it's Piston-Shot against arial or bionic attackers, then getting in close to use it's massive fists against other targets. They often gang up, 2-5, working on a single armored unit such as an M-1 Abrams MBT.
Special Attacks:
Piston Shot: Each day, the Junkyard Golem has 12 missiles (6 in each fist) that they may fire point to point. These missiles do 2d10 damage when they hit, and force the target to make a fortitude check (DC: 20) or be stunned for 4 rounds. The Piston Shot has 45’ range increment.
Hazmat Breath: The Junkyard Golem may breath a mist of bright glowing green droplets that extends out in a cone for 40’ and is 20’ wide. Those within this weapon must make a Reflex Save (DC: 26) or be covered in NBCrap (Str: 16). The NBCrap will do 10d6 points of damage in additional to the other offects of NBCrap.
Special Qualities:
Damage Reduction: The Junkyard Golem has a damage reduction of 25/- due to the ritual magics that created and sustain them, and the materials that were used to create them.
Refit & Repair: The Junkyard Golem can repair itself at the rate of 1 HP per 25 lbs of metal. This requires the Junkyard Golem to stand in the middle of the pile of scrap and roar. This will cause pieces of the scrap to fly up and adhere to it as if the Junkyard Golem had suddenly become magnetized. The metal will warp and twist, with loud groans and scrapes. It takes the Junkyard Golem 1 minute to regenerate 1 HP.
Due to it's construction and appearance, the Junkyard Golem gains a +4 Circumstance bonus to Hide in Urban and Ashen areas.
Here you go, a new friend for everyone who has echoes of magic or uses Urban Aracana in thier Modern d20 game! That'll keep them from hanging out around junkyards or scavenging ruins in your Post-Holocaust campaign!
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