Gunman Golem (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 12-1-15
Status: Complete
Editing: Clarity edits only please
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Gunman
Size/Type: Medium Construct
Hit Dice: 19d10+20 (124 hp)
Initiative: +5
Speed: 30 ft, fly 50 ft (clumsy)
Armor Class: 24 (+5 dex, +9 natural), touch 15, flat-footed 19
Base Attack/Grapple: +14/+17
Attack: Colt Python +19 ranged (3d6+5, 20/x3) or Steam War Cannon +19 ranged (4d8, 20/x3) or Sniper Rifle +19 ranged (4d6, 20/x3) or Battle Rifle +19 ranged (1d10, 20/x3)
Full Attack: Colt Python +19/+14/+9 ranged (3d6+7, 20/x3) or Steam War Cannon +19/+14/+9 ranged (4d8, 20/x3) or Sniper Rifle +19 ranged (4d6, 20/x3) or Battle Rifle +19/+14/+9 ranged (1d10, 20/x3)
Space/Reach: 5 ft/5 ft
Special Attacks: Berserk, Bulletstorm
Special Qualities: Construct Traits, DR 10/adamantine, Darkvision 60 ft., Immunity to Magic, Infinite Ammo, Low-Light Vision
Saves: Fort +4, Ref +9, Will +4
Abilities: Str 16, Dex 20, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: Quick DrawB, Rapid ReloadB
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: 2d6 random firearms
Alignment: Always True Neutral
Advancement: 20-38 HD (Medium), 39-57 HD (Large)
Level Adjustment:


We have finally achieved enuff dakka.

It was a good idea on paper. Golems are made of inorganic materials which could be anything. Iron. Lava. Swords. Why, it could even be made out of guns. Imagine, a walking turret that did not hunger, did not sleep, did not worry and was always alert. Thus someone took a massive pile of guns and ammunition and animate it into a vaguely humanoid being known as the Gunman Golem. Arms of miniguns, legs of shotguns, even the head is nothing more than a giant pistol with sunglasses where its eyes should be.

And yet, its hard to find these "Gunman" golems about these days. It seems that while the Gunman was indeed a great turret, they were afflicted with berserker spirits not unlike clay or flesh golems. In fact, their affliction was much more serious, because while they were not lost forever they proved deadly in any extended combat situation. Most were disabled, but every so often one is found on patrol, eager to unload its ammo on unwitting opponents.

Gunman Golems are 7 feet tall and weight 400 lbs. They do not speak but smell like gunpowder, and are extremely noisy when firing their guns.

Combat

Gunman are experts at ranged combat and thus suffer in melee. They are capable of limited flight by shooting their guns fast enough to go in the opposite direction. They withdraw to longer ranged and continue to pepper opponents with bullets at all times.

The gunman is proficient in all firearms, even exotic ones. It can actively hold four firearms in storage at all times (in the example, a colt python, steam war cannon, sniper rifle, and battle rifle), and more in whatever holster or containers it possesses. However, it still only has two arms for the purposes of wielding weapons.

Berserk (Ex): When a gunman golem enters combat, there is a cumulative 10% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or shooting some object smaller than itself if no creature is within sight, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.

Bulletstorm (Ex): As a free action once per round, the gunman golem fires most of its guns in a direction, dealing 10d6 points of piercing damage in a 120 ft line, with a DC 19 Reflex save for half. The saving throw is Dexterity based.

Not only does it use bulletstorm every round in combat, it must. In fact even if it has not gone berserk it will continue to use bulletstorm every round (and consider itself to still be in combat) even after combat has ended until it is calmed down with a DC 10 Charisma check, or it has not seen any targets for 1 minute. It is this perhaps more than anything which explains why so many gunman golems go berserk.

Immunity to Magic (Ex): A gunman 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 fire damage causes its gunpowder to start going off, dealing normal damage but allowing it to use bulletstorm twice a round. Bulletstorms overlap, they do not stack, for the purposes of damage and saving throws.

A magical attack that deals electricity damage or works with magnetics causes the gunman golem to be slowed for 2d6 rounds, with no saving throw.

The spell rusting grasp works as normal.

Infinite Ammo (Su): The gunman golem always has mundane non-magical ammo for any of its weapons it uses. It can be given magical ammunition and consume it as normal.



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Eiji-kun's Homebrew (5628 Articles)
Eiji-kunv
AlignmentAlways True Neutral +
AuthorEiji-kun +
Challenge Rating13 +
EnvironmentAny +
Identifier3.5e Monster +
Level Adjustment+
Rated ByLuigifan18 +
RatingRating Pending +
SizeMedium +
TitleGunman Golem +
TypeConstruct +