Uranium Golem (3.5e Monster)

''This large construct is a dull metallic dark gray, the body broad and stout as a dwarf and its surface cracked with pulsating veins of pale green light. In its chest is a transparent sphere where bright blue liquid bubbles. Metal near the golem sparks, and the light it gives off makes you feel weak and sick to the stomach.''

Composed of rare radioactive materials, usually uranium, the uranium golem is a dangerous weapon even when it is dormant, for its mere existence poisons the environment, and its unstable nature threatens to detonate the golem and everything within miles. Uranium golems are prized by creatures inherently immune to the dangerous radiation they emit and are often found underground in close proximity to the strange glowing rocks they are composed of.

Uranium golems are 12 feet tall and weigh about 12,000 pounds. Uranium golems do not speak or make any vocal noise, nor do they have a distinguishable odor. A uranium golem constantly gives off a dull glow equal to that of a torch.

Combat
Uranium golems, like any golem, are straight and to the point. While mindless, it does know how to work its abilities tactically, and will employ Irradiate if opponents keep far away, employing Meltdown both to heal itself and injure others. Its Death Throes is deadly, and it may commit suicide and activate it if so commanded.

Death Throes (Su): When slain, a uranium golem becomes highly unstable, starting a terrible chain reaction that causes its fissile material to explode! All creatures within 1000 ft. take 40d6 damage (half fire and half typeless damage), are permanently blinded and deafened, and take 5 points of ability drain to each ability score. A DC 35 fortitude save halves the damage and negates the blinding, deafening, and ability drain. Creatures within 2000 ft. take 30d6 damage, are blinded and deafened for 1d4 days, and take 4 points of ability drain. Creatures within 3000 ft. take 20d6 damage, are blinded and deafened for 1d4 hours, and 3 points of ability drain. Creatures within 4000 ft. take 10d6 damage, are blinded and deafened for 1d4 minutes, and 2 points of ability drain. Creatures within 5000 ft. take 5d6 damage, are not blinded or deafened, and take 1 point of ability drain. Creatures can easily see or hear the explosion for many miles beyond and the golem's passing leaves much radiation. The surrounding mile gains the radioactive effect described in Radioactive (see below). The save DC is Constitution based and has a +10 racial bonus.

Density (Ex): The uranium golem is very dense and difficult to damage. It receives its bonus hit points from its size modifier to every HD (or +30 hp per HD for large golems). It also counts as twice its HD for the purpose of spells and effects, including its save DCs.

Immunity to Magic (Ex): An uranium golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals at least 30 points of cold damage slows an uranium golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an uranium golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An uranium golem gets no saving throw against fire effects.

Irradiate (Su): Every 1d4 rounds, a uranium golem can release a powerful beam of radiation from its chest, dealing 25d6 damage and 1d4 points of Con drain to all targets in a 1000 ft. line, DC 35 Reflex save for half. As light damage, it is super effective on creatures sensitive to light, dealing 25d8 damage instead. The light pierces even magical darkness up to 9th level, but cannot pierce darkness from epic spells. The save DC is Constitution based and has a +10 racial bonus.

Meltdown (Su): Every 5 rounds, a uranium golem can let its body heat up uncontrollably, bathing the area in heat and radiation. It deals 300 points of fire damage to all creatures in a 60 ft. radius from itself, Reflex save for half. It uses this ability as both an attack and a method of healing itself 100 points of damage each time. The save DC is Constitution based and has a +10 racial bonus.

Radioactive (Ex): The uranium golem is dangerously radioactive, constantly giving off light as a torch. The light is dangerous, however... any creature within 30 ft. of the uranium golem must succeed on a DC 35 Fortitude save or take 1 point of Con drain each round. In addition, any creature striking the uranium golem in melee with a non-reach weapon must make an additional save or take 1 point of Con drain. This also applies to the attacks uranium golems make on others. The radiation taints the area the uranium golem walks. Any area which the uranium golem spends more than 24 hours in becomes radioactive, out to an area of 1 mile. A radioactive area is despoiled; plants will wither and die or not grow at all, animals will avoid the area instinctively, and creatures which remain must make Fortitude saves or take 1 point of Con drain every day they remain in the area. A land will stay radioactive even after the golem leaves for 2d10 weeks afterwards. The save DC is Constitution based and has a +10 racial bonus.

Construction
An uranium golem’s body is crafted from a glass sphere full of high pressure water and 30,000 pounds of pure iron and is then polymorphed into uranium (using wish). The golem costs 500,000 gold pieces to create, which includes 25,000 gp for the body. Assembling the body requires a successful Craft (armorsmithing) or Craft (weaponsmithing) check (DC 40). The creator must be 30th level, have the Craft Epic Magic Arms and Armor feat, and be able to cast arcane spells. Completing the ritual drains 10,000 XP from the creator and requires cloudkill, sunburst, and wish.