Gunman Golem (3.5e Monster)
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|Hit Dice:||19d10+20 (124 hp)|
|Speed:||30 ft, fly 50 ft (clumsy)|
|Armor Class:||24 (+5 dex, +9 natural), touch 15, flat-footed 19|
|Attack:||Colt Python +19 ranged (2d6+5, 20/×3) or Steam War Cannon +19 ranged (4d8, 20/×3) or Sniper Rifle +19 ranged (4d6, 20/×3) or Battle Rifle +19 ranged (1d10, 20/×3)|
|Full Attack:||Colt Python +19/+14/+9 ranged (2d6+7, 20/×3) or Steam War Cannon +19/+14/+9 ranged (4d8, 20/×3) or Sniper Rifle +19 ranged (4d6, 20/×3) or Battle Rifle +19/+14/+9 ranged (1d10, 20/×3)|
|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|
|Feats:||Quick DrawB, Rapid ReloadB|
|Treasure:||2d6 random firearms|
|Alignment:||Always True Neutral|
|Advancement:||20-38 HD (Medium), 39-57 HD (Large)|
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 animated 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, it's 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 weigh 400 lbs. They do not speak, but smell like gunpowder, and are extremely noisy when firing their guns.
Gunman golems 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. If opponents try to close in, they withdraw to longer range 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.
The gunman golems are built out of no less than 1000 guns, each of different make and model, as well as a pair of really cool and expensive shades. The cost of the base material components are worth 16,000 gp.