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Monster Creation: Hammer Golem
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<blockquote data-quote="Eye Tyrant" data-source="post: 1542879" data-attributes="member: 406"><p>This guy is showing up in my latest adventure...</p><p></p><p>New Creature:</p><p>Hammer Golem</p><p>Large Construct</p><p>Hit Dice: 14d10+30 (100 hp)</p><p>Initiative: +0</p><p>Speed: 20ft. (4 squares)</p><p>Armor Class: 29 (-1 size, +20 natural); t: 9; ff: 29</p><p>Base Attack/Grapple: +10/+24</p><p>Attack: Hammer +19 melee (2d10+10, 20/x3) or Heavy Pick +19 melee (2d6+10, 20/x4)</p><p>Full Attack: Hammer +19 melee (2d10+10, 20/x3), Heavy Pick +19 melee (2d6+10, 20/x4)</p><p>Space/Reach: 10'/10'</p><p>Special Attacks: Pounding Force</p><p>Special Qualities: Constuct Traits, Damage Reduction 10/adamantite, darkvision 60', immunity to magic, low-light vision</p><p>Saves: Fort +4 Ref +4 Will +4</p><p>Abilities: Str 30, Dex 10, Con - -, Int - -, Wis 11, Cha 1</p><p>Skills: - -</p><p>Feats: - -</p><p>Environment: Any</p><p>Organization: Solitary or Pair (1-2)</p><p>Challenge Rating: 13</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 15 - 21 HD (Large), 22 - 42 (Huge)</p><p>Level Adjustment: - -</p><p>Construct Traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, stunning, disease, death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless); Not at risk of death from massive damage.</p><p>Immunity to Magic: A hammer golem is innume to any spells or spell-like abilities that allow spell resistance. In addition, certain spells and effects function differently against the creature as follows. A Stone to Flesh spell acts as a Heal spell on the hammer golem and a Wish spell, which affects the golem normally.</p><p>Pounding Force (Su): Once every 1d4+1 rounds, a hammer golem can employ a special pounding force attack. This is similiar to a Repulsion spell, except that in addition to the usual effects, it inflicts 4d6 points of damage (Ref DC17 half). The saving throw is Constitution based.</p><p>The nightmare of orcs and other dwarf enemies, this rare golem is constructed by dwarf priests, using a process as rare and carefully guarded as the manufacture of the most powerful dwarven magical weapons.</p><p>A hammer golem stands about 9' tall and weighs about 2,000 pounds. It resembles a gigantic stone dwarf (beard included) covered in adamantite plate mail. Its forearms have been replaced by two weapons - a hammer on the right arm and a pickaxe or axe on the left.</p><p>A hammer golem moves heavily and slowly. When encountering orcs or their kin, it gives out a hollow roar as it attacks, but otherwise does not communicate in any way.</p><p>Combat:</p><p>This golem attacks only if ordered to do so by its master, if it encounters orcs, or if it is kept from its assigned task. The latter condition allows it to attack if someone tries to get at what the golem is guarding, for example. The creature can remember as many commands as its creators wishes, but all commands may total up to no more than twice the creator's Wisdom in words.</p><p>When without a master, a hammer golem attacks anything in front of it until its opponents flee, or they leave its charge alone, or they are dead. If the opponents are orcs or goblinoids, only their death or the golem's destruction will cause it to break off its attack.</p><p>Construction:</p><p>A hammer golem's body is chiseled from a single block of hard stone, usually granite or marble weighing at least 3,000 pounds (and costing at least 5,000 gp). The armor it wears is fashioned from adamantite normally and is fused to the body during the construction process (figure cost normally based on the size of the golem). Assembling the body requires a DC17 Craft (Sculpting) check and a DC20 Craft (Armorsmithing) check.</p><p>CL: 13; Craft Construct, antimagic field, geas/quest, repulsion, creator must be a dwarf; Price: 75,000 gp, Cost: 50, 000 gp + 3,400 xp</p></blockquote><p></p>
[QUOTE="Eye Tyrant, post: 1542879, member: 406"] This guy is showing up in my latest adventure... New Creature: Hammer Golem Large Construct Hit Dice: 14d10+30 (100 hp) Initiative: +0 Speed: 20ft. (4 squares) Armor Class: 29 (-1 size, +20 natural); t: 9; ff: 29 Base Attack/Grapple: +10/+24 Attack: Hammer +19 melee (2d10+10, 20/x3) or Heavy Pick +19 melee (2d6+10, 20/x4) Full Attack: Hammer +19 melee (2d10+10, 20/x3), Heavy Pick +19 melee (2d6+10, 20/x4) Space/Reach: 10'/10' Special Attacks: Pounding Force Special Qualities: Constuct Traits, Damage Reduction 10/adamantite, darkvision 60', immunity to magic, low-light vision Saves: Fort +4 Ref +4 Will +4 Abilities: Str 30, Dex 10, Con - -, Int - -, Wis 11, Cha 1 Skills: - - Feats: - - Environment: Any Organization: Solitary or Pair (1-2) Challenge Rating: 13 Treasure: None Alignment: Always neutral Advancement: 15 - 21 HD (Large), 22 - 42 (Huge) Level Adjustment: - - Construct Traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, stunning, disease, death effects, and necromancy effects; Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless); Not at risk of death from massive damage. Immunity to Magic: A hammer golem is innume to any spells or spell-like abilities that allow spell resistance. In addition, certain spells and effects function differently against the creature as follows. A Stone to Flesh spell acts as a Heal spell on the hammer golem and a Wish spell, which affects the golem normally. Pounding Force (Su): Once every 1d4+1 rounds, a hammer golem can employ a special pounding force attack. This is similiar to a Repulsion spell, except that in addition to the usual effects, it inflicts 4d6 points of damage (Ref DC17 half). The saving throw is Constitution based. The nightmare of orcs and other dwarf enemies, this rare golem is constructed by dwarf priests, using a process as rare and carefully guarded as the manufacture of the most powerful dwarven magical weapons. A hammer golem stands about 9' tall and weighs about 2,000 pounds. It resembles a gigantic stone dwarf (beard included) covered in adamantite plate mail. Its forearms have been replaced by two weapons - a hammer on the right arm and a pickaxe or axe on the left. A hammer golem moves heavily and slowly. When encountering orcs or their kin, it gives out a hollow roar as it attacks, but otherwise does not communicate in any way. Combat: This golem attacks only if ordered to do so by its master, if it encounters orcs, or if it is kept from its assigned task. The latter condition allows it to attack if someone tries to get at what the golem is guarding, for example. The creature can remember as many commands as its creators wishes, but all commands may total up to no more than twice the creator's Wisdom in words. When without a master, a hammer golem attacks anything in front of it until its opponents flee, or they leave its charge alone, or they are dead. If the opponents are orcs or goblinoids, only their death or the golem's destruction will cause it to break off its attack. Construction: A hammer golem's body is chiseled from a single block of hard stone, usually granite or marble weighing at least 3,000 pounds (and costing at least 5,000 gp). The armor it wears is fashioned from adamantite normally and is fused to the body during the construction process (figure cost normally based on the size of the golem). Assembling the body requires a DC17 Craft (Sculpting) check and a DC20 Craft (Armorsmithing) check. CL: 13; Craft Construct, antimagic field, geas/quest, repulsion, creator must be a dwarf; Price: 75,000 gp, Cost: 50, 000 gp + 3,400 xp [/QUOTE]
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