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<blockquote data-quote="Shade" data-source="post: 146206" data-attributes="member: 287"><p><strong>Golem, Magic</strong></p><p>Large Construct</p><p>Hit Dice: 8d10 (44 hp)</p><p>Initiative: +7 (Dex)</p><p>Speed: 50 ft. (can't run)</p><p>AC: 22 (-1 size, +7 Dex, +6 natural)</p><p>Attacks: Magical blast +13 ranged</p><p>Damage: Magical blast 3d10</p><p>Face/Reach: 5 ft. by 5 ft./10 ft.</p><p>Special Attacks: Magical flare</p><p>Special Qualities: Construct, absorb magic, magic weapon immunity</p><p>Saves: Fort +2, Ref +8, Will +2</p><p>Abilities: Str -, Dex 25, Con -, Int 6, Wis 11, Cha 1</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary </p><p>Challenge Rating: 9</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 9-17 HD (Large); 18-26 HD (Huge)</p><p></p><p>A magic golem appears as a humanoid creature composed of iridescent yellow energy-pure magic. It is the unholy union of a human and an area of wild magic. </p><p></p><p><strong>Magical Blast (Su):</strong> The magic golem attacks its victim with blasts of pure magical energy causing 3d10 points of damage. These magical blasts have a range of 220 feet. The blasts ignore all magical adjustments to Armor Class. (Armor Class for a blast target is calculated only by armor type and Dexterity bonus.) However, these blasts do not penetrate an <em>anti-magic field</em> or a <em>prismatic sphere</em> until such spells are absorbed by the creature.</p><p></p><p><strong><em>Magical Flare</em> (Sp):</strong> Once per day a magic golem must release a flare of magical energy that is a result of its link to wild magic. This flare can be used as a conscious attack in addition to the golem's normal attack in a round. Roll 1d10 for the form the flare takes. All spell-like effects are as a 16th-level sorcerer unless otherwise noted. These magical effects are not subject to the golem's absorb magic ability.</p><p></p><p>1. As per a <em>rod of wonder</em> </p><p>2. Magical blast (see above) </p><p>3. 4d6 <em>lightning bolt</em> </p><p>4. <em>Daylight</em> spell targetted on golem </p><p>5. <em>Dispel magic</em> (Area dispel that affects everything within a 100-foot radius) </p><p>6. <em>Wall of fire</em> (ring centered on encircles golem)</p><p>7. <em>Color spray</em> in a 360 degree radius</p><p>8. <em>Fireball</em> centered on golem</p><p>9. <em>Time stop</em> (includes all creatures with a 100-foot radius, not just caster)</p><p>10. <em>Earthquake</em></p><p></p><p><strong>Construct:</strong> Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.</p><p></p><p><strong>Absorb Magic (Su):</strong> Magic golems absorb all magical energy within a 20-foot radius. This ability is always active. Spells and spell-like abilities are instantly absorbed as they are cast. Running spells are terminated and absorbed at the end of one round, with the two exceptions noted below. Single-use magic items (such as potions and scrolls) are permanently drained of all magic. Charged magic items lose 1d6 charges per round. Permanent magic items have all their properties suppressed for 24 hours; weapons and armors are treated as non-magical weapons during this period. It takes six rounds for a magic golem to dissipate an <em>anti-magic field</em>, and seven rounds for it to disable a <em>prismatic sphere</em>. <em>Dispel magic</em> has no affect on the creature, as the spell is instantly absorbed as it is cast. However, a <em>limited wish</em> will negate the creature's ability to absorb magic for one round per level of the caster, and a <em>wish</em> or <em>miracle</em> will do so for an hour. During this time the creature has no immunity to magic and magical effects.</p><p></p><p><strong>Magic Weapon Immunity (Ex):</strong> Magical weapons do no damage to the creature, but normal weapons and those suppressed by the golem's absorb magic ability can hurt the golem.</p><p></p><p><strong>Converted from MCA3.</strong></p></blockquote><p></p>
[QUOTE="Shade, post: 146206, member: 287"] [B]Golem, Magic[/B] Large Construct Hit Dice: 8d10 (44 hp) Initiative: +7 (Dex) Speed: 50 ft. (can't run) AC: 22 (-1 size, +7 Dex, +6 natural) Attacks: Magical blast +13 ranged Damage: Magical blast 3d10 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Magical flare Special Qualities: Construct, absorb magic, magic weapon immunity Saves: Fort +2, Ref +8, Will +2 Abilities: Str -, Dex 25, Con -, Int 6, Wis 11, Cha 1 Climate/Terrain: Any land and underground Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Always neutral Advancement: 9-17 HD (Large); 18-26 HD (Huge) A magic golem appears as a humanoid creature composed of iridescent yellow energy-pure magic. It is the unholy union of a human and an area of wild magic. [B]Magical Blast (Su):[/B] The magic golem attacks its victim with blasts of pure magical energy causing 3d10 points of damage. These magical blasts have a range of 220 feet. The blasts ignore all magical adjustments to Armor Class. (Armor Class for a blast target is calculated only by armor type and Dexterity bonus.) However, these blasts do not penetrate an [I]anti-magic field[/I] or a [I]prismatic sphere[/I] until such spells are absorbed by the creature. [B][I]Magical Flare[/I] (Sp):[/B] Once per day a magic golem must release a flare of magical energy that is a result of its link to wild magic. This flare can be used as a conscious attack in addition to the golem's normal attack in a round. Roll 1d10 for the form the flare takes. All spell-like effects are as a 16th-level sorcerer unless otherwise noted. These magical effects are not subject to the golem's absorb magic ability. 1. As per a [I]rod of wonder[/I] 2. Magical blast (see above) 3. 4d6 [I]lightning bolt[/I] 4. [I]Daylight[/I] spell targetted on golem 5. [I]Dispel magic[/I] (Area dispel that affects everything within a 100-foot radius) 6. [I]Wall of fire[/I] (ring centered on encircles golem) 7. [I]Color spray[/I] in a 360 degree radius 8. [I]Fireball[/I] centered on golem 9. [I]Time stop[/I] (includes all creatures with a 100-foot radius, not just caster) 10. [I]Earthquake[/I] [B]Construct:[/B] Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. [B]Absorb Magic (Su):[/B] Magic golems absorb all magical energy within a 20-foot radius. This ability is always active. Spells and spell-like abilities are instantly absorbed as they are cast. Running spells are terminated and absorbed at the end of one round, with the two exceptions noted below. Single-use magic items (such as potions and scrolls) are permanently drained of all magic. Charged magic items lose 1d6 charges per round. Permanent magic items have all their properties suppressed for 24 hours; weapons and armors are treated as non-magical weapons during this period. It takes six rounds for a magic golem to dissipate an [I]anti-magic field[/I], and seven rounds for it to disable a [I]prismatic sphere[/I]. [I]Dispel magic[/I] has no affect on the creature, as the spell is instantly absorbed as it is cast. However, a [I]limited wish[/I] will negate the creature's ability to absorb magic for one round per level of the caster, and a [I]wish[/I] or [I]miracle[/I] will do so for an hour. During this time the creature has no immunity to magic and magical effects. [B]Magic Weapon Immunity (Ex):[/B] Magical weapons do no damage to the creature, but normal weapons and those suppressed by the golem's absorb magic ability can hurt the golem. [B]Converted from MCA3.[/B] [/QUOTE]
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