Sunderer

Mark Chance

Boingy! Boingy!
What would you place the CR of this monster at?

SUNDERER
Medium-size Construct
Hit Dice:
2d10 (11 hp)
Initiative: +0
Speed: 20 ft. (can't run)
AC: 30 (+20 natural), touch 10, flat-footed 30
Attacks: Slam +8 melee
Damage: Slam 2d6+10
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Sundering
Special Qualities: Construct, magic immunity, DR 10/+3, rust vulnerability
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 25, Dex 11, Con --, Int --, Wis 11, Cha 1

Climate/Terrain: Any land or underground
Organization: Solitary or gang (2-5)
Challenge Rating: ?
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Large)

Sunderers are golems that appear very much like animated suits of full plate armor. A sunderer's right hand is an over-sized morningstar head fashioned from the same steel as the rest of the golem.

A sunderer stands about six-feet tall and weighs around 500 pounds. Despite appearances, it is not an animated suit of armor, but is actually an animated metal statue crafted to resemble a fully-armored warrior. Sunderers cannot speak nor make any sort of vocal noise. They do not have a distinguishable odor. Their movements are fluid but somewhat ponderous.

COMBAT

Sunderers are formidable opponents. They strike with their over-sized morningstar hand. Against objects, a sunderer's magical power is especially destructive. Sunderers possess a high degree of resistance to attacks.

Sundering (Su): When striking an object or a foe's weapon or shield, a sunderer does not provoke attacks of opportunity. The sunderer's attack is treated as a Medium-size weapon. The magical nature of its attack inflicts double damage against said object or weapon. A sunderer is 50% likely each round to attack a foe's weapon rather than the foe himself.

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, energy drain, ability damage, or death from massive damage.

Magic Immunity (Ex): A sunderer is immune to all spells, spell-like abilities, and supernatural effects, except as follows. Electricity effects act as a slow spell for 1d6 rounds (no saving throw). Fire effects negate any slow effect in place on the sunderer and heals 1 point of damage per 6 points of damage the fire effect would have otherwise inflicted. A sunderer does not roll a saving throw against fire effects. Cold effects temporarily weaken the sunderer's natural armor, reducing its AC by 5 points for 1d4 rounds (no saving throw, but the sunderer's AC cannot be reduced more than 20 points).

Rust Vulnerability (Ex): A sunderer is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.

CONSTRUCTION

A sunderer's body is sculpted from 500 pounds of iron mixed with nickel. The golem costs 25,000 gp to create, which includes 375 gp for the raw materials. Assembling the body requires a successful Craft (armorsmithing or weaponsmithing) check (DC 20).

The creator must be at least 14th level and able to cast arcane spells. Completing the ritual drains 500 XP from the creator and requires geas/quest, limited wish, shatter, and stoneskin.
 
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Well...the DR 10/+3 is a bit problematic, raising their CR quite a bit over what it would be, otherwise. I'd say, all things considered, a 5 or so. Without the DR, they're pretty fragile, and a fairly low-level fighter would take one all by himself (if his weapon didn't get broken!)...but...

I really like this, by the way, and I think I'll end up using it instead of the fairly lame Dread Guards...a CR 2 creature it takes a Wiz15 hard work to create? *sheesh*.:rolleyes:
 

Personally I think a CR of 3 at the most would be adequate. A sufficiently buffed fighter or a raging barbarian can easily deal more than the 10 points of damage needed to overcome the DR.
 

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