Golem, Metal (3.5e Monster)
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|Size/Type:||Large Construct (Mechanical)|
|Hit Dice:||7d10+30 (69 hp)|
|Speed:||30 ft. (6 squares)|
|Armor Class:||24 (-1 size, +2 Dex, +12 natural), touch 11, flat-footed 21|
|Attack:||Slam +11 melee (2d12+7 plus drill arm)|
|Full Attack:||2 slams +11 melee (2d12+5)|
|Space/Reach:||10 ft./10 ft.|
|Special Attacks:||Drill arm, drill run, metallic breath|
|Special Qualities:||Construct traits, magnetism, metallurgy|
|Saves:||Fort +2, Ref +4, Will +3|
|Abilities:||Str 24, Dex 15, Con —, Int —, Wis 13, Cha 1|
The scraping sound of metal on metal alerts you to the presence of this towering mechanical juggernaut. Almost 10 feet tall, it is an assortment of robotic systems and metal armor. Rising above the general cacophony of its movement is the whirring roar of a drill that has been fitted in place of an entire forearm. Ducking underneath the drill, you evade almost certain death, but the soldier behind you is not so lucky and is skewered on the earthshaking blow.
Metal golems are typically the most expensive and intricately designed of golems, utilizing chemicals and hydraulics to operate the advanced machinery within. Due to their strength, however, many designers find them well worth the cost.
A metal golem is particularly vulnerable to the effect of rusting grasp and similar effects, not only taking damage from it but also having its natural armor bonus to Armor Class reduced as if it were a suit of metal armor (because, well, it is). Having the Mechanical subtype, the golem also takes an additional 50% damage from electrical effects, although it is hasted on their next turn after suffering at least one fifth its maximum hit points (normally 14 points of damage) from such an effect.
Drill Arm (Ex): A metal golem’s slam attack is a powerful hydraulic drill capable of ripping opponents to shreds. If the golem successfully hits with a slam attack, it may take a swift action to turn on the drill with which it is attacking, making that slam attack an automatically confirmed critical hit.
Drill Run (Ex): When a metal golem moves through another creature’s space, it may make a single slam attack against that creature. If this slam hits, it may activate its drill arm ability if it wishes and is still able, and that creature can also not attempt attacks of opportunity on the golem for any further movement it takes this turn.
Magnetism (Ex): A metal golem has the ability to change the polarity of its body, manipulating magnetic fields to create an area of high magnetism. The ability functions as a repel metal or stone spell, but only functions against metal objects and creatures. In addition, the golem can also reverse the effect to make it draw creatures closer to itself each turn; once they are within the golem’s melee reach, they cannot be moved further by this effect.
Because this is an extraordinary ability, it cannot be suppressed by an antimagic field like the spell it replicates normally would.
Metallic Breath (Ex): A metal golem has a breath weapon of dust created from the constant grinding of all its mechanical parts, which deals 1d6 points of piercing damage to all creatures in the area of effect. This area can be either a line or a cone as chosen by the golem or its controller—if any—upon use, each appropriately sized for the golem (normally an 80 ft. line or a 40 ft. cone). A Reflex save halves the damage dealt. The golem must wait 1d4 rounds before using its breath weapon again.
In addition, creatures who fail their save are now covered in metal fragments and thus treated as metallic by the metal golem’s magnetism ability. This effect lasts until the golem’s breath weapon recharge time expires.
Metallurgy (Ex): The default metal golem’s is made of iron, but its construction varies slightly based on the kind of metal used to forge its chassis. For the sake of simplicity, its other abilities remain the same even if doing so would make it scientifically implausible. Sample metals, and the abilities each grant, are listed below, although players and DM’s are encouraged to expand the list beyond those presented here:
- Mercury: By manipulating its body temperature, a mercury golem can melt into an alternate liquid form as a full-round action (reverting back to standard form requires the same action expenditure). Doing so makes it unable to use any of its normal abilities, but also prevents it from being affected by targeted spells. Area effect spells that would target the golem still cause harm to it if they normally would. The golem’s natural space doubles in size (normally going from 10 feet per side to 20 feet per side) and it becomes able to manipulate the specific dimensions of its body so long as the total number of squares covered remains the same. Its reach becomes 0 feet, but it can share spaces it occupies with other creatures, and creatures that stand in its space take 1d6 points of damage per two CR of the golem (normally 3d6) each round as mercury seeps into their system. This transformation lasts indefinitely.
- Magnesium: A magnesium golem’s drill reacts violently to heat, causing creatures struck by it to burn (taking an amount of fire damage equal to their Hit Dice on each of their turns) for three rounds. In addition, any time a magnesium golem is dealt fire damage, creatures within the golem’s melee reach must make a Reflex save or be dazed for 1 round. This save is Strength-based and has a DC of 20.
- Plutonium/Uranium: A plutonium golem is radioactive, causing ill effects to living creatures in its general vicinity. At the end of each round in which a living creature is within 30 feet of a plutonium golem , they must make a Fortitude save (DC 14) or be sickened. This save is Wisdom-based. Creatures who are sickened for five or more consecutive rounds become nauseated on a failed saving throw, and those nauseated by this ability for five consecutive rounds must then make a save each turn to avoid falling unconscious. Once unconscious, the creature takes damage equal to the CR of the golem (7 by default) each turn.