randomling
First Post
Wasp Golem
Large Construct
Hit Dice: 11d10 (60HP)
Initiative: +2 (Dex)
Speed: 30ft (can’t run), Fly 40ft (average)
AC: 25 (-1 size, +2 Dex, +14 natural armour)
Attacks: 2 slams +14 melee
Damage: Slam 2d10+7
Face/Reach: 5ft by 5ft/10ft
Special Attacks: Buzz, engulf
Special Qualities: Construct, magic immunity, damage reduction 20/+1, gaseous form, improved grab
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 25, Dex 14, Con –, Int –, Wis 11, Cha 1
A wasp golem is a terrifying creature composed from thousands of ordinary wasps. Usually used by drow as guards, these creatures are tenacious in combat when disturbed. They usually guard entrances as an inoffensive-looking group of wasps, but gather into their golem shape when disturbed.
Combat
Wasp golems are formidable in combat, liking to engulf creatures and sting them to death.
Buzz (Ex.): Any creature coming within 30ft of a wasp golem must succeed at a Will save (DC 18) or become fearful for 6 round, suffering a –2 morale penalty to attacks and saves.
Improved Grab: To use this ability, the wasp golem must hit with its slam attack. If it gets a hold, it can engulf.
Engulf: If the wasp golem succeeds at a grapple check, it draws its victim into its body. Each round it is grappled, an engulfed creature must make a Fortitude save (DC 18) or be poisoned, taking 1d6 Dex damage.
Gaseous Form: As a standard action, a wasp golem can appear to disperse into a harmless cloud of wasps. While in this form, the wasp golem cannot attack, but can move at its Fly speed of 40ft. It can alter its shape (for instance to move through cracks in walls), and can therefore pass through any space big enough for a single wasp.
Construct: 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.
Magic Immunity: Wasp golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. Any fire spell (though not mundane fire) causes the golem to disperse for 2 rounds, becoming harmless for that duration.
Large Construct
Hit Dice: 11d10 (60HP)
Initiative: +2 (Dex)
Speed: 30ft (can’t run), Fly 40ft (average)
AC: 25 (-1 size, +2 Dex, +14 natural armour)
Attacks: 2 slams +14 melee
Damage: Slam 2d10+7
Face/Reach: 5ft by 5ft/10ft
Special Attacks: Buzz, engulf
Special Qualities: Construct, magic immunity, damage reduction 20/+1, gaseous form, improved grab
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 25, Dex 14, Con –, Int –, Wis 11, Cha 1
A wasp golem is a terrifying creature composed from thousands of ordinary wasps. Usually used by drow as guards, these creatures are tenacious in combat when disturbed. They usually guard entrances as an inoffensive-looking group of wasps, but gather into their golem shape when disturbed.
Combat
Wasp golems are formidable in combat, liking to engulf creatures and sting them to death.
Buzz (Ex.): Any creature coming within 30ft of a wasp golem must succeed at a Will save (DC 18) or become fearful for 6 round, suffering a –2 morale penalty to attacks and saves.
Improved Grab: To use this ability, the wasp golem must hit with its slam attack. If it gets a hold, it can engulf.
Engulf: If the wasp golem succeeds at a grapple check, it draws its victim into its body. Each round it is grappled, an engulfed creature must make a Fortitude save (DC 18) or be poisoned, taking 1d6 Dex damage.
Gaseous Form: As a standard action, a wasp golem can appear to disperse into a harmless cloud of wasps. While in this form, the wasp golem cannot attack, but can move at its Fly speed of 40ft. It can alter its shape (for instance to move through cracks in walls), and can therefore pass through any space big enough for a single wasp.
Construct: 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.
Magic Immunity: Wasp golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. Any fire spell (though not mundane fire) causes the golem to disperse for 2 rounds, becoming harmless for that duration.