Difference between revisions of "Eiji Variant Adamantine Golem (3.5e Monster)"

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'''Adamantine Fists {{Ex}}:''' An adamantine golem's natural attacks are adamantine, allowing them to bypass DR/adamantine and bypass hardness less than 20.
 
'''Adamantine Fists {{Ex}}:''' An adamantine golem's natural attacks are adamantine, allowing them to bypass DR/adamantine and bypass hardness less than 20.
  
'''Greater Extraordinary Health {{Ex}}:''' Unnaturally tough, an adamantine golem uses d20s as its hit dice.  An adamantine golem always recieves maximum hit points per hit die.  
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'''Greater Extraordinary Health {{Ex}}:''' Unnaturally tough, an adamantine golem uses d20s as its hit dice.  An adamantine golem always receives maximum hit points per hit die.  
  
 
'''Immunity to Magic {{Ex}}:'''  An adamantine golem is immune to all magical and supernatural effects.  
 
'''Immunity to Magic {{Ex}}:'''  An adamantine golem is immune to all magical and supernatural effects.  
  
'''Overwhelming Force {{Ex}}:'''  Adamantine golems possess an incredible amount of strength, to the point where they can demolish supposedly "invincible" force effects.  An adamantine golem may sunder any force effect such as ''[[SRD:Wall of Force|wall of force]]'' or ''[[SRD:Forcecage|forcecage]]'' with [[Strength]] check, DC equal to 10 + the caster level of the effect, or by damaging it with attacks.  Such force effects possess 10 hit points per caster level for the purpose of this ability.
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'''Overwhelming Force {{Ex}}:'''  Adamantine golems possess an incredible amount of strength, to the point where they can demolish supposedly "invincible" force effects.  An adamantine golem may sunder any force effect such as ''[[SRD:Wall of Force|wall of force]]'' or ''[[SRD:Forcecage|forcecage]]'' with {{Strength}} check, DC equal to 10 + the caster level of the effect, or by damaging it with attacks.  Such force effects possess 10 hit points per caster level for the purpose of this ability.
  
 
'''Trample {{Ex}}:''' As a [[SRD:Standard Actions|standard action]] during its turn each [[SRD:Round|round]], the [[SRD:Adamantine|adamantine]] golem can literally run over an opponent at least one [[SRD:Size Category|size category]] smaller than itself. The [[SRD:Trample|trample]] deals 8d10+30 points of bludgeoning Damage. [[SRD:Trample|Trample]]d opponents can either attempt [[SRD:Attack of Opportunity|attacks of opportunity]] at a –4 penalty or [[SRD:Reflex Save|Reflex save]]s ([[SRD:DC|DC]] 41) for half Damage.  The [[SRD:DC|DC]] is [[SRD:Strength|Strength]]-based.
 
'''Trample {{Ex}}:''' As a [[SRD:Standard Actions|standard action]] during its turn each [[SRD:Round|round]], the [[SRD:Adamantine|adamantine]] golem can literally run over an opponent at least one [[SRD:Size Category|size category]] smaller than itself. The [[SRD:Trample|trample]] deals 8d10+30 points of bludgeoning Damage. [[SRD:Trample|Trample]]d opponents can either attempt [[SRD:Attack of Opportunity|attacks of opportunity]] at a –4 penalty or [[SRD:Reflex Save|Reflex save]]s ([[SRD:DC|DC]] 41) for half Damage.  The [[SRD:DC|DC]] is [[SRD:Strength|Strength]]-based.
  
'''Unkillable {{Ex}}:''' An adamantine golem is difficult to put down.  If defeated, an adamantine golem is rendered inert but its fast healing continues to function until the golem is above 0 hp.  No amount of damage can permenantly kill an adamantine golem.  They can only be permenantly killed by wishing it dead with a ''[[SRD:Wish|wish]]'' or ''[[SRD:Miracle|miracle]]'' spell once they have been rendered inert.
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'''Unkillable {{Ex}}:''' An adamantine golem is difficult to put down.  If defeated, an adamantine golem is rendered inert but its fast healing continues to function until the golem is above 0 hp.  No amount of damage can permanently kill an adamantine golem.  They can only be permanently killed by wishing it dead with a ''[[SRD:Wish|wish]]'' or ''[[SRD:Miracle|miracle]]'' spell once they have been rendered inert.
  
'''Unmoveable {{Ex}}:''' No force can move an adamantine golem.  It cannot be tripped, bull rushed, or otherwise moved from its position unless the attacker succeeds on a DC 41 [[Strength]] check.  The [[SRD:DC|DC]] is [[SRD:Strength|Strength]]-based.
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'''Unmoveable {{Ex}}:''' No force can move an adamantine golem.  It cannot be tripped, bull rushed, or otherwise moved from its position unless the attacker succeeds on a DC 41 {{Strength}} check.  The [[SRD:DC|DC]] is [[SRD:Strength|Strength]]-based.
  
'''Unstoppable {{Ex}}:''' An adamantine golem automatically makes any [[Strength]] checks to bust through a barrier of DC 28 or lower.  It does not need to take an action to break the barrier, it simply walks through it at half speed.  Often rather than destroy a castle with its fists it simply forces itself through by walking.
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'''Unstoppable {{Ex}}:''' An adamantine golem automatically makes any {{Strength}} checks to bust through a barrier of DC 28 or lower.  It does not need to take an action to break the barrier, it simply walks through it at half speed.  Often rather than destroy a castle with its fists it simply forces itself through by walking.
  
  

Latest revision as of 19:48, 16 December 2018


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Author: Eiji-kun (talk)
Date Created: 5-1-11
Status: Complete
Editing: Clarity edits only please
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Adamantine Golem (Eiji Variant)
Size/Type: Huge Construct
Hit Dice: 23d20+40 (500 hp)
Initiative: -1
Speed: 20 ft. (can't run)
Armor Class: 40 (-1 dex, +33 natural, -2 size), touch 7, flat-footed 40
Base Attack/Grapple: +17/+53
Attack: Slam +35 melee (6d10+20, 20/x2)
Full Attack: Two Slams +35 melee (6d10+20, 20/x2)
Space/Reach: 15 ft./15 ft.
Special Attacks: Adamantine Fists, Overwhelming Force, Trample
Special Qualities: Construct Traits, DR 20/epic and adamantine, DR 10/-, Darkvision 60 ft., Fast Healing 10, Greater Extraordinary Health, Immunity to Magic, Low-Light Vision, Unkillable, Unmovable, Unstoppable
Saves: Fort +7, Ref +6, Will +7
Abilities: Str 51, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 23
Treasure: None
Alignment: Always True Neutral
Advancement: 24-46 HD (Huge), 47-69 HD (Gargauntuan)
Level Adjustment:


The ground trembles and the earth cracks as a powerful stout suit of pitch black armor approaches, massive arms flexing and the dull sound of tearing metal as it moves forward. Within its dark insides a blazing white flame of magic roars like a nuclear reactor.

Strongest and rarest of the constructs of mortal make, the adamantine golem appears as a massive stocky humanoid suit of armor filled with blazing eldritch flame which drifts from the cracks in its armor and faceplate. Its every step trembles the ground, heavy and determined to move without end. An adamantine golem cannot speak or make any vocal noise, nor does it have any distinguishable odor.

An adamantine golem’s natural weapons are treated as epic for the purpose of overcoming damage reduction. It is 20 feet high and weighs 32,000 lbs.

Combat[edit]

An adamantine golem is straight forward in combat, attacking the biggest threat to its survival in the room or the closest person barring that. Typically they are under direct orders which take priority, though as golems they can be awfully literal minded.

Adamantine Fists (Ex): An adamantine golem's natural attacks are adamantine, allowing them to bypass DR/adamantine and bypass hardness less than 20.

Greater Extraordinary Health (Ex): Unnaturally tough, an adamantine golem uses d20s as its hit dice. An adamantine golem always receives maximum hit points per hit die.

Immunity to Magic (Ex): An adamantine golem is immune to all magical and supernatural effects.

Overwhelming Force (Ex): Adamantine golems possess an incredible amount of strength, to the point where they can demolish supposedly "invincible" force effects. An adamantine golem may sunder any force effect such as wall of force or forcecage with Strength check, DC equal to 10 + the caster level of the effect, or by damaging it with attacks. Such force effects possess 10 hit points per caster level for the purpose of this ability.

Trample (Ex): As a standard action during its turn each round, the adamantine golem can literally run over an opponent at least one size category smaller than itself. The trample deals 8d10+30 points of bludgeoning Damage. Trampled opponents can either attempt attacks of opportunity at a –4 penalty or Reflex saves (DC 41) for half Damage. The DC is Strength-based.

Unkillable (Ex): An adamantine golem is difficult to put down. If defeated, an adamantine golem is rendered inert but its fast healing continues to function until the golem is above 0 hp. No amount of damage can permanently kill an adamantine golem. They can only be permanently killed by wishing it dead with a wish or miracle spell once they have been rendered inert.

Unmoveable (Ex): No force can move an adamantine golem. It cannot be tripped, bull rushed, or otherwise moved from its position unless the attacker succeeds on a DC 41 Strength check. The DC is Strength-based.

Unstoppable (Ex): An adamantine golem automatically makes any Strength checks to bust through a barrier of DC 28 or lower. It does not need to take an action to break the barrier, it simply walks through it at half speed. Often rather than destroy a castle with its fists it simply forces itself through by walking.


Construction[edit]

An adamantine golem’s body is sculpted from 45,000 pounds of pure iron and is then wished into adamantine (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 crushing hand, geas/quest, and wish.



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Eiji-kun's Homebrew (5605 Articles)
Eiji-kunv
AlignmentAlways True Neutral +
AuthorEiji-kun +
Challenge Rating23 +
EnvironmentAny +
Identifier3.5e Monster +
Level Adjustment+
RatingUndiscussed +
SizeHuge +
TitleEiji Variant Adamantine Golem +
TypeConstruct +